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Post by dragonkid11 on Nov 3, 2016 4:11:38 GMT
Nah not really, it's just that octogen you replaced with nitrocellulose is really expensive.
...
Actually, pretty much all the explosive have nearly the same energy denseness, right?
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Post by coaxjack on Nov 4, 2016 22:13:50 GMT
It's great that even without the ultra-high pressure fusion cores we can still build a nuclear bomb the size of a can of soda.
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Post by amimai on Nov 9, 2016 22:16:11 GMT
why not hafnium carbide reflector? its a tiny bit more expensive but lets you add 13g of core mass for 123t nukes
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Post by someusername6 on Nov 9, 2016 23:28:38 GMT
why not hafnium carbide reflector? its a tiny bit more expensive but lets you add 13g of core mass for 123kt nukes I didn't experiment with it -- I just picked vanadium chromium steel a priori thinking it would give me enough yield strength for higher fusion fuel density (allowing me to save costs elsewhere). Please post your variant, this is meant to be a showcase, not the single pocket nuke everyone uses.
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Post by amimai on Nov 10, 2016 5:51:05 GMT
I just discovered something awesome! if you get the missile armour "just right" using a pocket nuke like that 95t above you can make a nuclear powered shrapnel bomb! noticed it when I accidentally set my detonation range way off, and noticed this odd behaviour where the tiny 10kg nukes were cutting straight through battleship grade armour even though they exploded out of range... currently toying with it the armour I use is pretty thin, just boron-graphite-boron-spider silk-diamond 10hrs later... I AM BECOME DEATH! DESTROYER OF WORLDS! a 113t 4MC drone armed with a 150kw coilgun, firing 3kg missiles tipped with 123t pocket nukes managed to (on its own) kill 6 heavily armed 20MW laser boats... and it still has 218 rounds left in its 1000 round clip
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Post by michalo on Nov 10, 2016 16:59:17 GMT
if you get the missile armour "just right" using a pocket nuke like that 95t above you can make a nuclear powered shrapnel bomb! noticed it when I accidentally set my detonation range way off, and noticed this odd behaviour where the tiny 10kg nukes were cutting straight through battleship grade armour even though they exploded out of range... currently toying with it Sounds somewhat like EFP to me... What are your "just right" armor settings? I have a problem with getting my EFPs working.
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Post by amimai on Nov 10, 2016 17:02:12 GMT
if you get the missile armour "just right" using a pocket nuke like that 95t above you can make a nuclear powered shrapnel bomb! noticed it when I accidentally set my detonation range way off, and noticed this odd behaviour where the tiny 10kg nukes were cutting straight through battleship grade armour even though they exploded out of range... currently toying with it Sounds somewhat like EFP to me... What are your "just right" armor settings? I have a problem with getting my EFPs working. put in a 20cm spacer in front of the nuke(seems to help a lot), I use boron/diamond armour between 500um and 3mm thick layers seem to work well added in pretty pictures of the final result
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Post by someusername6 on Nov 10, 2016 17:17:52 GMT
Most of the speed from those missiles comes from the coilgun launcher, not the engine. Interesting! I have to try something like that when I get home.
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Post by subunit on Nov 10, 2016 18:20:08 GMT
I just discovered something awesome! <snip> Hi- what was the engagement range of the lasers set to? When did you start firing the gun? If you have to get inside 250km, you will still have difficulty against 1Mm engagement range lasboats I think. Muzzle velocity on the coilgun is very good though. Could work great for boom&zoom on lasboats depending on the dV of the host craft and orbital environment.
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Post by amimai on Nov 10, 2016 19:07:46 GMT
the boat was using a 10MW sapphire lasers set to have a 30km engagement range for testing purposes, it was a fairly thickly armoured(20cm hard armour+2m aerogel) ship I use to test missiles on. so a 4MC drone took on a 200MC warship and won
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Post by magusunion on Nov 10, 2016 22:52:22 GMT
Yeah, that's happening to me in all of my tests. I believe a lot of it has to do with the fact that these ships have much larger cross sectional area than the drones that you fight, and it's every easy for the nimble craft to get underneath the firing range of you own weapons. One of the first "Fighter Drones" that I designed can easily out-range both Capital Ships and smaller drones alike with higher accuracy weapons. Since coil guns have a lower power draw than both rails and lasers, it's easier to fit and send these drones to fight with range superiority instead of relying on capital ship systems. Sorry if this is off-topic for the thread, but I was looking here for ideas for a better countermeasure against this.
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Post by subunit on Nov 11, 2016 0:04:51 GMT
the boat was using a 10MW sapphire lasers set to have a 30km engagement range for testing purposes, it was a fairly thickly armoured(20cm hard armour+2m aerogel) ship I use to test missiles on. so a 4MC drone took on a 200MC warship and won 30km engagement range is very short, so I tried against a 4x1GW titanium-sapphire violet laser boat at 1000km. I put a modified version of your coilgun on the nose of each of 2 capships intercepting at ~2.5 km/s. As soon as the violet laser lit me up I ignored range on the coilgun and spammed the mini-nuke missiles. Overwhelmed the poor lasboat with ~300 missiles before getting through the lasers and ripping the guy to shreds. Your weapon is an effective capital standoff gun- I'm using much larger/denser reaction wheels to get some kind of tracking going on the turret and the majority of my power needs for the gun are just for that, but it works great as a nose turret on a boom & zoom setup.
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Post by ross128 on Nov 11, 2016 0:17:03 GMT
That actually gives me an idea. I've got a conventional cannon that fires micromissiles with about 7km/s of dV (so kind of the reverse of what he did: slow cannon, fast missile). I've already developed a guidance pattern that can get said missile across a 1Mm engagement (though I'm wanting to tweak it to reduce coast time), I should stick it on the nose of a drone and see how it does.
If I deploy them with a sacrificial missile screen they could even get a running start to cross the gap faster...
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Post by someusername6 on Nov 11, 2016 1:45:58 GMT
So, about that coilgun...
A 3.09 kg missile launched at 5.88 km/s would have a kinetic energy of 53.4 MJ. Launching one every 119 ms means an output of 448 MW just in kinetic energy, from a gun that has power use of 150 kW.
It seems like a physics-defying coilgun? Is there a consensus on whether coilguns are still broken? I've been avoiding them since -- but I sure would like to be able to send projectiles that fast, on a reasonable budget.
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Post by apophys on Nov 11, 2016 6:56:15 GMT
Broken coilguns become a lot more reasonable if you drop the loader power way down to reduce the rate of fire. The actual firing bit shouldn't be hit too hard by the fix once it comes. Still, I'm getting broken coilguns down at 100W loader input.
Yes, that one there is clearly very broken.
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