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Post by dragonkid11 on Oct 30, 2016 0:30:15 GMT
If you see giant red spot on the inside of your armor, your armor just got penetrated.
Also, I guess KKDRM is kinda not cost effective when we have micro missiles weighing at 3.5 kg each...
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Post by nivik on Oct 30, 2016 6:19:54 GMT
Yeah, I was testing against a 10m graphite setup, and repeated strikes from even small KKVs do seem to penetrate. I spent the time to set up a two-stage system (2x 1kg osmium long-rod penetrator submunition missiles, terminal velocity ~15 km/s), but I don't think it was really necessary. Against a maneuvering target there'd be more issues, but...for the price, I'm not that impressed. Then again, I'm a total cheapskate. I aim for 10Mc/kt or less in my cap ships. :3 I'll start testing the KKDRM concept today and see what I can figure out on that front. That sounds like just about the dollar-value I use (more out of accident than design XD). I didn't understand the magnitude of firepower that was attempting to be stopped; I'm armoring up enough to take near-misses by kiloton rated nukes and fragments, not direct hits by hyperkinetic rounds and mega-ton nukes. I'm thinking the most cost-effective way of dealing with those is to not let them get that close Sorta where I'm at, admittedly! I'm a fan of counter-missiles for the nuke issue. For hyperkinetic rounds...I'm a fan of missiles for shipkilling so I don't get into railgun/coilgun range. :3 My experimentation with KKDRMs indicates that on the rare occasion where they actually do damage to a 10m graphogel armored target, they rip big honking holes in the aerogel layer. A momentum-maximized traditional KKV (360 kg @ 3800 m/s) seemed to function a bit better for plowing through the whole mess...though the loss of delta-V required to maximize momentum for a given missile mass has some downsides, particularly at long range. I've started testing at engagement ranges of 250km, which makes slow, fat missiles with an extended coast period a bit vulnerable and inaccurate. High-momentum KKVs appear to be a short range weapon, and high-energy KKVs appear to be a medium range weapon. I suspect my artillery missiles will wind up being nuclear. If you see giant red spot on the inside of your armor, your armor just got penetrated. Also, I guess KKDRM is kinda not cost effective when we have micro missiles weighing at 3.5 kg each... My "micros" usually wind up weighing around 15kg, but I am for a mass fraction of 7.4 and a powered range of 100km.
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Post by concretedonkey on Oct 30, 2016 7:18:17 GMT
If you see giant red spot on the inside of your armor, your armor just got penetrated. Also, I guess KKDRM is kinda not cost effective when we have micro missiles weighing at 3.5 kg each... My "micros" usually wind up weighing around 15kg, but I am for a mass fraction of 7.4 and a powered range of 100km. Yeah I'm also shifting towards bigger missiles... the 3-4kg ones were effective when I was engaging from 100 lauched from guns, it was giving them more kick. However when engagement range shifted to 250 they all started to merrily miss and loose delta V when the target dodges. Its an option to try to launch later with the drones but then you are risking counter fire on the drones themselves. Anyway 13-15kg and 5,6km/s delta V is what'm using at this point.
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Post by nivik on Oct 30, 2016 21:25:46 GMT
My "micros" usually wind up weighing around 15kg, but I am for a mass fraction of 7.4 and a powered range of 100km. Yeah I'm also shifting towards bigger missiles... the 3-4kg ones were effective when I was engaging from 100 lauched from guns, it was giving them more kick. However when engagement range shifted to 250 they all started to merrily miss and loose delta V when the target dodges. Its an option to try to launch later with the drones but then you are risking counter fire on the drones themselves. Anyway 13-15kg and 5,6km/s delta V is what'm using at this point. Hmm. I may try launching missiles from guns or coilguns. That sounds like a fun experiment.
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Post by ross128 on Oct 30, 2016 22:09:49 GMT
Conventional cannons make quite good missile launchers. Very accurate as long as the missile doesn't run out of fuel, and can have quite good range with around 1-1.5 km/s of muzzle velocity. The cannon gives the missiles a nice dV boost, and kicks them in the general direction of the enemy so the missile doesn't have to do much work beyond accelerating.
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Post by lawson on Oct 31, 2016 4:31:53 GMT
Has anyone tried the fan concept with fixed conventional gun barrels? Or would the increase of launcher size be prohibitive? It sort of works, the hole in the enemy is much bigger when they hit. At least they don't target their fallen allies when using guns. Still need a reactor though, guns need power... Attachment Deleted
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Post by concretedonkey on Oct 31, 2016 5:03:48 GMT
Yeah I'm also shifting towards bigger missiles... the 3-4kg ones were effective when I was engaging from 100 lauched from guns, it was giving them more kick. However when engagement range shifted to 250 they all started to merrily miss and loose delta V when the target dodges. Its an option to try to launch later with the drones but then you are risking counter fire on the drones themselves. Anyway 13-15kg and 5,6km/s delta V is what'm using at this point. Hmm. I may try launching missiles from guns or coilguns. That sounds like a fun experiment. I just gave them a new life , after I retired them ).. thing is that I'm trying to bild a battleship, ridiculous as this may sound, just to proceed dissecting it and proving that the idea is dumb. But in order for the experiment to work , I'm making the best effort for it to work. So I was playing with its main battery yesterday - a 50MW Coilgun .. with micro nukes the accuracy was nothing to write about and in order not to "break" the gun I deliberately kept the fire rate low. I started to make the shell guided in order to get the maximum from those 3-5 second delays. Then stopped myself and used the just retired nuke micro missiles. It worked well , I guess the long coasting time was what made them unreliable with the conventional gun. With 6-10mk/s starting speed and burn time of 25-30 seconds the missiles are quite good at hitting up to 250km. Now I just need to calculate if the gun is broken anyway, even with low rate of fire...
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Post by Durandal on Oct 31, 2016 13:16:09 GMT
Has anyone tried the fan concept with fixed conventional gun barrels? Or would the increase of launcher size be prohibitive? It sort of works, the hole in the enemy is much bigger when they hit. At least they don't target their fallen allies when using guns. Still need a reactor though, guns need power... View AttachmentInteresting! Did that affect the magazine and launcher size or did the barrels unfold at launch?
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Post by dragonkid11 on Oct 31, 2016 13:39:20 GMT
Considering the gun barrel doesn't really fold, I can only assume that it take up quite a magazine space.
Or that magazine size is calculated based on total ammo size, it that's the case then it doesn't matter.
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Post by uberdude9001 on Oct 31, 2016 15:57:27 GMT
What are the most durability/weight efficient radiator materials against lasers and nukes you guys have found that still radiate at 2500K? For me it was Boron Nitride with Osmium as the coating.
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Post by lawson on Oct 31, 2016 16:54:11 GMT
It sort of works, the hole in the enemy is much bigger when they hit. At least they don't target their fallen allies when using guns. Still need a reactor though, guns need power... Interesting! Did that affect the magazine and launcher size or did the barrels unfold at launch? Didn't zoom in to check if the barrels unfolded, but the launcher wasn't any bigger because of them.
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Post by magusunion on Oct 31, 2016 21:57:34 GMT
Hmm. I may try launching missiles from guns or coilguns. That sounds like a fun experiment. I just gave them a new life , after I retired them ).. thing is that I'm trying to build a battleship, ridiculous as this may sound, just to proceed dissecting it and proving that the idea is dumb. But in order for the experiment to work , I'm making the best effort for it to work. So I was playing with its main battery yesterday - a 50MW Coilgun .. with micro nukes the accuracy was nothing to write about and in order not to "break" the gun I deliberately kept the fire rate low. I started to make the shell guided in order to get the maximum from those 3-5 second delays. Then stopped myself and used the just retired nuke micro missiles. It worked well , I guess the long coasting time was what made them unreliable with the conventional gun. With 6-10mk/s starting speed and burn time of 25-30 seconds the missiles are quite good at hitting up to 250km. Now I just need to calculate if the gun is broken anyway, even with low rate of fire... I actually prefer some of the old "naval games" style of warfare when it comes to this game. Below is the third iteration of my Dreadnaught line, albeit limited in counter-defensive measures when it comes to mass missiles and drones at the moment. The primary gun has a 400 km engagement range. And while it's slow in terms of aiming speed, it can still bring fire down range of whatever target is unfortunate to be within your sights. I haven't experimented with "micro-nuking" yet, so it fires standard level munitions. Seven of these reactors provide the vessel enough power to run the coil guns and keep operations active with the ship. Needless to say, the vessel is not cheap by any stretch of the imagination.
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Post by ross128 on Oct 31, 2016 22:08:52 GMT
I do want to experiment with big "classic battleship" guns. I know they're not practical for this type of warfare, especially considering we don't have mechanical turrets, but they are entertaining.
Edit:
That just reminded me of another feature I'd like to see eventually: barrel bracing.
Most good conductors aren't particularly strong, and most really strong materials are mediocre conductors at best. Wouldn't it be nice if we could wrap our coils/rails in a nice strong outer shell that can hold them together, so that they can fire at higher energies without tearing themselves apart?
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Post by captinjoehenry on Nov 1, 2016 1:07:07 GMT
I just gave them a new life , after I retired them ).. thing is that I'm trying to build a battleship, ridiculous as this may sound, just to proceed dissecting it and proving that the idea is dumb. But in order for the experiment to work , I'm making the best effort for it to work. So I was playing with its main battery yesterday - a 50MW Coilgun .. with micro nukes the accuracy was nothing to write about and in order not to "break" the gun I deliberately kept the fire rate low. I started to make the shell guided in order to get the maximum from those 3-5 second delays. Then stopped myself and used the just retired nuke micro missiles. It worked well , I guess the long coasting time was what made them unreliable with the conventional gun. With 6-10mk/s starting speed and burn time of 25-30 seconds the missiles are quite good at hitting up to 250km. Now I just need to calculate if the gun is broken anyway, even with low rate of fire... I actually prefer some of the old "naval games" style of warfare when it comes to this game. Below is the third iteration of my Dreadnaught line, albeit limited in counter-defensive measures when it comes to mass missiles and drones at the moment. <snip> The primary gun has a 400 km engagement range. And while it's slow in terms of aiming speed, it can still bring fire down range of whatever target is unfortunate to be within your sights. I haven't experimented with "micro-nuking" yet, so it fires standard level munitions. <snip>
Seven of these reactors provide the vessel enough power to run the coil guns and keep operations active with the ship. Needless to say, the vessel is not cheap by any stretch of the imagination. That is a really cool ship but your projectiles are 270 grams at 600mm diameter. They must be tissue paper thin and how effective are they really? Also here is a link to my latest super dreadnought the Mk 8.4
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Post by concretedonkey on Nov 1, 2016 4:50:46 GMT
Yesterday I tried the battleship idea, not bad for the moment, there is something romantic about the broadside rotating towards the enemy and guns starting to steadily pump ordinance their way. ... although I'm getting the feeling of what a massed missile salvo would do to it and it ain't pretty... Has anyone tried the fan concept with fixed conventional gun barrels? Or would the increase of launcher size be prohibitive? I like your thinking, but I don't think that'd work. The advantage of the radiators is that they unfurl from the weapon while a gun barrel would just be a spike.so Sorry to dig that up again, but what an idiot I am , you are speaking about using the guns as a fan , not only shooting fans through guns... How did it work out ? Someone mentioned something that in order for the game to calculate the mass/collision of the radiators the projectile must be in powered flight... not sure how that translates for barrels. That must have been the problem with my small fans , aside from not hitting anything they were making small and underwhelming holes in the target. I thought that my problem was that the mass was way too low ...
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