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Post by wafflestoo on Oct 21, 2016 16:01:03 GMT
I'm working on surviving nuclear strikes; I've got decent near-miss survivability with a 4mm RCC cover and some redundancy for the crew compartment radiators, but the engines remain a really soft-spot in the design. Anyone figure anything out on how to harden these against nuclear hell-fire? Have you had any luck hardening the powerplant radiators against nuke strikes? That seems to be the primary cause of death when you are being nuked. As for engines I have had no luck what so ever. So far what I've done is just slap on some shity resistorjets so that way at least some of those will still be alive allowing my ship to be facing the right way next time its attacked. Mind you it isn't going to have any notable acceleration left but at least it can still maneuver in a very much crippled state. The powerplant radiators have been tanking it like champs so I haven't had any real need to. The crew compartment radiators were a problem, but they're light enough that adding redundant units was enough to solve that issue without adding any significant weight or cost. No, it's just the engines. If they so much as think they saw the flash they call-in sick to work. I tried changing material and thickening chamber and bell with no luck. Adding armor to the gimbal unit didn't seem to have any statistically significant impact either. It's a shame we can't include a movable-cover so they can turtle-up before a strike.
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Post by captinjoehenry on Oct 21, 2016 16:11:49 GMT
Hmm so what type of radiators are you using? Also are your radiators proof against massed megaton range nuke attack?
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Post by wafflestoo on Oct 21, 2016 16:21:41 GMT
A mix of silicon-carbide and titanium carbide radiators. The goal is to harden the fleet against flash-damage so if one ship takes a hit its neighbors aren't significantly harmed.
I've just been shooting striker-nukes at them for now since they're the most common weapon in the campaign.
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Post by nerd1000 on Oct 23, 2016 5:01:07 GMT
I'm working on surviving nuclear strikes; I've got decent near-miss survivability with a 4mm RCC cover and some redundancy for the crew compartment radiators, but the engines remain a really soft-spot in the design. Anyone figure anything out on how to harden these against nuclear hell-fire? Have you had any luck hardening the powerplant radiators against nuke strikes? That seems to be the primary cause of death when you are being nuked. As for engines I have had no luck what so ever. So far what I've done is just slap on some shity resistorjets so that way at least some of those will still be alive allowing my ship to be facing the right way next time its attacked. Mind you it isn't going to have any notable acceleration left but at least it can still maneuver in a very much crippled state. Well we can't optimise for all characteristics at once. I think nuke resistant thrusters are possible, but only at the cost of thrust:weight ratio and isp. I can't test it at the moment, but I'd try making a NTR from hafnium carbide. That stuff melts at over 4000K, so damaging it with heat should be difficult. Downside is that it is brittle and not especially strong, so you'll need to compromise on thrust. Edit: Okay, Hafnium Carbide is a rubbish engine material (too low specific heat, and thermal expansion of 600 MK^-1. Yes, that is almost certainly a bug). In testing, I found out a few things: 1. Any damage (no matter how slight, the ablation of tiny bit of material from the surface is sufficient) to the engine bell on a gimballed thruster will result in that thruster becoming unusable. 2. Non-gimballed thrusters are extremely resistant to nuke damage, even when you open up the back of the ship so they get full exposure. 3. If your main fuel tank is damaged by a nuclear explosion but you still have a different RCS propellant in another tank, the game can bug out and give your ship negative delta-V
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Post by ross128 on Oct 23, 2016 14:12:50 GMT
Huh, interesting. So a pure RCS design would be surprisingly resistant to nukes?
Though it wouldn't be able to roll, since we can't place thrusters tangent to the hull right now. Even if we could, a pure RCS design would need a minimum of seven thrusters (up/down yaw, left/right yaw, clockwise roll, counterclockwise roll, main engine). It'd be thirteen if you want your yaw and roll to be vector-neutral, because you'd have to put another set of yaw thrusters at the other end of your ship and another set of roll thrusters on the other side of the cylinder to make torque pairs.
Though an additional advantage to a vector-neutral setup is you can lose half a torque pair and still perform the maneuver associated with it, it just won't be vector-neutral anymore.
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Post by dwwolf on Oct 23, 2016 19:00:58 GMT
Huh, interesting. So a pure RCS design would be surprisingly resistant to nukes? Though it wouldn't be able to roll, since we can't place thrusters tangent to the hull right now. Even if we could, a pure RCS design would need a minimum of seven thrusters (up/down yaw, left/right yaw, clockwise roll, counterclockwise roll, main engine). It'd be thirteen if you want your yaw and roll to be vector-neutral, because you'd have to put another set of yaw thrusters at the other end of your ship and another set of roll thrusters on the other side of the cylinder to make torque pairs. Though an additional advantage to a vector-neutral setup is you can lose half a torque pair and still perform the maneuver associated with it, it just won't be vector-neutral anymore. Well....I made a 600kg missile variant that used 8x 40gram 400N fluorine/methane thrusters as RCS (4 above/under CoG) and they always seemed to be taken out by laser NPCs. The missiles themselves never exploded because the main body used Si-gel as armor. Gimballing the RCS seemed to increase vulnerability and made things less stable though it did seem to increase turning time. Overall the static RCS seemed more stable ( way less pronounced wobble) than gimballed main thruster though this might have been a side effect of a lower overall turning time ( 3.45s instead of 1.3s). Overall I didnt like it. I may have undersized the RCS fuel tanks relative to overall dV.
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Post by goduranus on Oct 24, 2016 4:53:57 GMT
If it's just for missiles you can put multiple static engines and use differential thrust for steering.
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Post by cuddlefish on Oct 24, 2016 5:26:55 GMT
I've done 7-engine clustered missiles and they maneuver quite nicely (not to mention looking pretty) - the one major caveat is that you tend to need high thrust to get decent turn rates, which means the collective mass flow has to be massive - which in turns means rapid burnout times.
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Post by bigbombr on Oct 27, 2016 15:58:54 GMT
I think I will be decreasing the armour on my capital ship from 1 cm Si-airogel (outer layer) - 3,5 m graphite airogel - 5 cm boron (inner layer) to 5 cm Si-airogel. I tested 5 cm of Si-airogel (outer) - 10 m graphite airogel - 5 cm boron (inner) against 5 missiles (impact at 3.9 to 4 km/s) with the stock flack warhead. Despite hitting at an angle (approx. 60°) they blasted through the vessel.
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Post by wafflestoo on Oct 27, 2016 16:55:44 GMT
I think I will be decreasing the armour on my capital ship from 1 cm Si-airogel (outer layer) - 3,5 m graphite airogel - 5 cm boron (inner layer) to 5 cm Si-airogel. I tested 5 cm of Si-airogel (outer) - 10 m graphite airogel - 5 cm boron (inner) against 5 missiles (impact at 3.9 to 4 km/s) with the stock flack warhead. Despite hitting at an angle (approx. 60°) they blasted through the vessel. Try changing your armor package around to: 1 - 1.5cm Boron (outermost), 50cm graphite aerogel, and 2-3mm para-aramid fibers (innermost). I've tanked a few hits from flak (and more than a few disabled flak missiles striking the ship) with no-to-minimal damage. What I suspect is happening is #1) the round strikes the boron, causing it to shatter, #2) these fragments pass through the aerogel layer and diffuse into a wide cone, and #3) are then caught by the kevlar layer preventing / minimizing intrusion inside the armor envelope.
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Post by bigbombr on Oct 27, 2016 17:54:09 GMT
5 cm of boron (outermost), 10 m of graphite airogel and 5 cm of para-aramid fiber failed to completely stop a 5 missile barrage (standard flak warhead, impact at approx. 3.8 km/s). At least 3 shots went completely through. (These test were performed against a stationary target.) My original armour scheme results in a vessel 6.6 Mc more expensive when compared with a vessel with Si-airogel armour only. Against missiles, the increase of CIWS and added redundancy by having more vessels outweigh any advantage armour may provide as far as I can tell.
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Post by captinjoehenry on Oct 27, 2016 18:10:13 GMT
5 cm of boron (outermost), 10 m of graphite airogel and 5 cm of para-aramid fiber failed to completely stop a 5 missile barrage (standard flak warhead, impact at approx. 3.8 km/s). At least 3 shots went completely through. (These test were performed against a stationary target.) My original armour scheme results in a vessel 6.6 Mc more expensive when compared with a vessel with Si-airogel armour only. Against missiles, the increase of CIWS and added redundancy by having more vessels outweigh any advantage armour may provide as far as I can tell. The issue is your whipple shield is far far too thick. Try it again but with 5mm of boron on the outside. Even a thick whipple shield of basalt fiber is worse than a thinner one. All it is there to do is break up the projectile and as it is fully supported by the aerogel underneath it can be really thin and still do a superb job and making it thicker only makes the aerogel worse.
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Post by wafflestoo on Oct 27, 2016 18:26:55 GMT
I was just going to say that it's my understanding that more than 1.5cm of Boron is considered a waste as all it does is add fragmentation mass, but the Cap'n kind of beat me to it.
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Post by uberdude9001 on Oct 28, 2016 7:55:39 GMT
I never really bothered armoring my ships beyond ~1cm of boron and maybe some silica aerogel because throughout the campaign I noticed delta V and acceleration were often decisive in battles. Setting up custom battles quickly revealed one of the weakest aspects of my ships was the radiators. They would be easily be melted off by nearby nuclear detonations. Disturbingly the most weight efficient material I could find for protecting them against nuclear blasts without compromising the heat that they radiate was Osmium. I'm guessing that this is due to its high specific heat and conductivity. It still seems odd that something that dense would be weight efficient for anything at all. 1cm of Osmium proved sufficient to protect my radiators from even single point blank 1Mt detonations while remaining almost one order of magnitude lighter than the default radiators. Has anyone else found better materials for protecting radiators against nuclear blasts and/or lasers?
I'm also having trouble protecting my ships from kinetic energy attacks in a weight and cost effective manner. It became obvious in testing that it was cheap to field cost effective kinetic kill missiles capable of piercing any reasonable and even completely unreasonable armor, but this doesn't mean armoring against kinetic energy attacks is completely futile as weaker attacks might still be possible to defend against.
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Post by dragonkid11 on Oct 28, 2016 8:06:27 GMT
Okay, so I tried out some Kinetic Kill Missiles design that can pretty much destroy any stock ship.
Against ship armored with thick graphite gel whipple shield layer?
You need to have a bunch of them together to rip through the armor apart.
A LOT of them.
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