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Post by lawson on Nov 1, 2016 20:56:34 GMT
That superdreadnaught is insane. I don't know how we can convert credits to dollars, though. How would you guys go about armoring a space station as opposed to a vessel? I would presume it has a few stationkeeping thrusters but nothing more powerful. I suppose the biggest weakness would be the radiators -- if I could, I'd load it with a lot of ammonia and have it vaporize the ammonia and dump it into space rather than risk losing radiators... would two meters be wide enough for the exhaust port? Anyway, since mass is irrelevant, density, hardness, and cost are more relevant. I'm thinking two or three meters of solid iron. Maybe an interesting surface layer for heat conduction, and certainly an internal layer of something anti-spalling. I'm thinking that the laser layer could be a few centimeters of something thermally conductive, isolated from the iron layer by a meter or so. Run the generators as hot as possible so as to ensure tiny, tiny radiators, and have two or three spares, of course. Have to find a way to make cheap, high-temperature radiators, but remember, it doesn't matter how massive they are. gineipaedia.com/wiki/Iserlohn_Fortress TLDR, you use 10-100 meters of liquid metal armor combined with sufficient armaments and garrisoned fleets so the mass of the station can heat-sink for all but the most extended engagements. (the armor would be gravitationally bound and/or held on with electromagnetic forces) Guns and launch ports would be extended through the armor only when needed or float in the armor. Radiators would retract under the surface and only extend when no hostile forces were in range. Similarly station keeping and maneuvering thrusters would hide under the armor surface until they were needed. About the only threat to the station would be strategic level threats like a >1000Kt kinetic kill vehicle or bombardment with giga-ton nukes.
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Post by wafflestoo on Nov 1, 2016 21:16:12 GMT
Also, if you guys want some long range guns, I would recommend taking a look at this: (Thanks randomletters ). I've actually managed to reach even slightly higher speeds based on this design, but I find that ultimately it's not worth increasing the cost 1000x for only 10 extra km/s I was going to say that for the same muzzle energy I've had better luck penetrating armor with higher-mass slugs, but I suppose that when you start measuring your muzzle velocity in significant fractions of c it's kind of a moot point. PS, I wonder if the game accounts for relativistic mass shifts? PPS, I also just noticed that your gun barrel alone exceeds the mass and cost allowance for my light attack carrier Your defense procurement officer must love you
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Post by ross128 on Nov 1, 2016 21:18:08 GMT
There aren't a lot of liquid metals out there though, the only two I can think of off the top of my head are Mercury and Sodium-Potassium alloy. I don't think anyone would want to live completely submerged in either (and where are you going to get a small moon's worth of Mercury?). Google indicates that Caesium, Rubidium, Francium, and Gallium could work if you keep them a bit above room temperature, but I don't think anyone would want to be submerged in any of those either (especially not Francium!). I suppose you'd have more options if you keep the station's armor really hot, but that has its own downsides.
Also, anything on that list other than Mercury and Gallium could be defeated by a sufficient quantity of water. Gallium would present problems with any metallic object you want to pass through the armor, since Gallium corrodes most metals (usually forming a soft/brittle alloy with them). I'm not sure if Gallium-tin alloy would behave itself any better.
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Post by magusunion on Nov 1, 2016 21:24:59 GMT
Also, if you guys want some long range guns, I would recommend taking a look at this: (Thanks randomletters ). I've actually managed to reach even slightly higher speeds based on this design, but I find that ultimately it's not worth increasing the cost 1000x for only 10 extra km/s And speaking of guns and armor and such, I want to bring up a point that has been contentious for a while now: are battleships or other large capital ships viable? I find that most people, even a large portion of the people in this thread, think that they aren't and that missiles defeat all other tactics. I disagree, and I'm in the process of writing an in-depth thread that touches on this and several other related topics. Given how slowly I write though, it might not be out for a while. I really do appreciate the help. I've got 2 GW reactor designs (molten Sodium "salt" reactors) that can provide between 5.1 to 11.6 GW worth of power. These are my main energy sources when it comes to Capital Class vessels. I've found that battleship tactics are very powerful when engaging enemy ships of lower class size (corvettes, destroyers, frigates), but you do need a strong anti-drone defense in order to counter enemy force projection. If it's ship to ship, the combat will often boil down to raw range and striking power between vessels. Battleships can still be hard countered by drones, regardless of gun caliber. Surprising, rails can get tighter accuracies for smaller cross-sectional areas than coil guns. So yeah, I wouldn't discount heavy cruiser class vessels for combat. Range superiority can break an enemy very easily, especially if launching missiles/drones in a flat-footed manner.
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Post by Durandal on Nov 1, 2016 21:43:25 GMT
Also, if you guys want some long range guns, I would recommend taking a look at this: (Thanks randomletters ). I've actually managed to reach even slightly higher speeds based on this design, but I find that ultimately it's not worth increasing the cost 1000x for only 10 extra km/s And speaking of guns and armor and such, I want to bring up a point that has been contentious for a while now: are battleships or other large capital ships viable? I find that most people, even a large portion of the people in this thread, think that they aren't and that missiles defeat all other tactics. I disagree, and I'm in the process of writing an in-depth thread that touches on this and several other related topics. Given how slowly I write though, it might not be out for a while. I really do appreciate the help. I've got 2 GW reactor designs (molten Sodium "salt" reactors) that can provide between 5.1 to 11.6 GW worth of power. These are my main energy sources when it comes to Capital Class vessels. I've found that battleship tactics are very powerful when engaging enemy ships of lower class size (corvettes, destroyers, frigates), but you do need a strong anti-drone defense in order to counter enemy force projection. If it's ship to ship, the combat will often boil down to raw range and striking power between vessels. Battleships can still be hard countered by drones, regardless of gun caliber. Surprising, rails can get tighter accuracies for smaller cross-sectional areas than coil guns. So yeah, I wouldn't discount heavy cruiser class vessels for combat. Range superiority can break an enemy very easily, especially if launching missiles/drones in a flat-footed manner. What would you call a strong anti-drone defense? My own super dreadnought which I'll post tonight has 300+ 50MW YAG greens, typically able to bring 120-140 to bear in a broadside. As far as I can tell from sheer lag, they melt drones like butter but that's obviously waaaay off the deep end of practicality. I've tried to develop a suitable non DEW based PD weapon against drones but had no such luck. My 46kc Tactical Drones are able to overwhelm most of my capital designs in sheer numbers and volume of fire (lag and a new green star not withstanding). On that same token, keeping a group of drones in formation with my capships as a close air patrol until is somewhat effective. I've attempted rapidfire subKt nuclear coilguns as well but I wasn't happy with the results. Right now I'm leaning towards Mt level kamakazi drone/missiles.
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Post by coaxjack on Nov 1, 2016 22:34:35 GMT
I've found the best counter to drones is drones - you only have to send out a force 10% of the size of the enemy drone fleet, and once they get into dogfight range, they will usually maneuver and countermaneuver while taking (ineffective) potshots at each other until they run out of fuel. Sure it might be expensive to launch a whole drone or three just to basically throw away, but the alternative is a square kilometer sheet of 33mm rounds ripping you a new...orifice.
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Post by bluuetechnic on Nov 2, 2016 1:02:41 GMT
Also, if you guys want some long range guns, I would recommend taking a look at this: (Thanks randomletters ). I've actually managed to reach even slightly higher speeds based on this design, but I find that ultimately it's not worth increasing the cost 1000x for only 10 extra km/s And speaking of guns and armor and such, I want to bring up a point that has been contentious for a while now: are battleships or other large capital ships viable? I find that most people, even a large portion of the people in this thread, think that they aren't and that missiles defeat all other tactics. I disagree, and I'm in the process of writing an in-depth thread that touches on this and several other related topics. Given how slowly I write though, it might not be out for a while. I really do appreciate the help. I've got 2 GW reactor designs (molten Sodium "salt" reactors) that can provide between 5.1 to 11.6 GW worth of power. These are my main energy sources when it comes to Capital Class vessels. I've found that battleship tactics are very powerful when engaging enemy ships of lower class size (corvettes, destroyers, frigates), but you do need a strong anti-drone defense in order to counter enemy force projection. If it's ship to ship, the combat will often boil down to raw range and striking power between vessels. Battleships can still be hard countered by drones, regardless of gun caliber. Surprising, rails can get tighter accuracies for smaller cross-sectional areas than coil guns. So yeah, I wouldn't discount heavy cruiser class vessels for combat. Range superiority can break an enemy very easily, especially if launching missiles/drones in a flat-footed manner. You're welcome! I had a lot of fun working on these, even if it did take up a large portion of my afternoon. I think that if you switched to more lower requirement guns, you'd have much more effective designs in general; your energy should be spent shooting at the enemy, not pointing the gun in the right direction My point on the viability of battleships was in response to all the people who have been saying that big ships aren't viable, with most of them claiming that missiles are unconditionally better than any guns, reasoning that it takes too much armor to stop certain missile designs, that the range of missiles means guns are useless, and that the damage they do compared to their cost is too much greater for missiles than guns. I did however neglect drones, and I think you're right there too. But given that most builders here are apparently leaning towards missiles, I find that many designs are ill-equipped to deal with any contact with enemy capital ships, and I think there's some counterplay that could be developed. And as they say; 'the more everyone does one thing, the more valuable it becomes to do anything else' I was going to say that for the same muzzle energy I've had better luck penetrating armor with higher-mass slugs, but I suppose that when you start measuring your muzzle velocity in significant fractions of c it's kind of a moot point. PS, I wonder if the game accounts for relativistic mass shifts? PPS, I also just noticed that your gun barrel alone exceeds the mass and cost allowance for my light attack carrier Your defense procurement officer must love you Yeah, I actually haven't spent much time testing it, but I know from some other tests and the metrics given that increasing the mass of the projectile can give some pretty big improvements to muzzle energy at a relatively low cost in speed, but I just wanted to point out just how high the speed can go, and what sort of ranges are theoretically possible if we push the envelope. Also, I doubt the game takes into account relativistic effects; why bother? even at 125 km/s we're still talking about less than .042% C. It's just too much of a drain on processing power to be worth it if I had to guess. Also yes, it is pretty darn expensive, but I think it might be able to be fudged down some. In any case, it may be the best chance guns have against missiles. Also this isn't my design originally, so I'm not the one who submitted it
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Post by magusunion on Nov 2, 2016 6:17:42 GMT
What would you call a strong anti-drone defense? My own super dreadnought which I'll post tonight has 300+ 50MW YAG greens, typically able to bring 120-140 to bear in a broadside. As far as I can tell from sheer lag, they melt drones like butter but that's obviously waaaay off the deep end of practicality. I've tried to develop a suitable non DEW based PD weapon against drones but had no such luck. My 46kc Tactical Drones are able to overwhelm most of my capital designs in sheer numbers and volume of fire (lag and a new green star not withstanding). On that same token, keeping a group of drones in formation with my capships as a close air patrol until is somewhat effective. I've attempted rapidfire subKt nuclear coilguns as well but I wasn't happy with the results. Right now I'm leaning towards Mt level kamakazi drone/missiles. I've recently altered some of my other countermeasure designs in order to better use drones and flares in a tactical manner. Here is one such creation. The ship uses several modified pieces on board. One of which is a re-tuned Small Flare Launcher for a distracting setup. The flare is set to engage enemy missile/drones from 20 km out, and the positioned drone deploys its "flare web" in front of the hostile force. I tested this with my Super Carrier as a few of my D-22's were flying in formation. Since this breed of Capital ship has less heat than a large 300 MW flare, the Sun Spotters were able to easily position and distract enemies with the radiating interference.
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Post by kjakker on Nov 3, 2016 18:32:28 GMT
I've recently altered some of my other countermeasure designs in order to better use drones and flares in a tactical manner. Here is one such creation. The ship uses several modified pieces on board. One of which is a re-tuned Small Flare Launcher for a distracting setup. The flare is set to engage enemy missile/drones from 20 km out, and the positioned drone deploys its "flare web" in front of the hostile force. I tested this with my Super Carrier as a few of my D-22's were flying in formation. Since this breed of Capital ship has less heat than a large 300 MW flare, the Sun Spotters were able to easily position and distract enemies with the radiating interference. You beat me to the post about this idea, I was thinking the same thing about using drones equipped with flare launchers. What you are showing here is a tactical deployment of decoys to improve the soft-kill defense capability of your ships by increasing the depth of the ECM defense zone around your ships. In fact your use of the drones to screen your ships reminded me of these two videos. Now have you considered using the flare drones at longer range in a missile engagement? For example, an enemy fleet has launched a salvo of missiles from long range with a flight time of a few hours. While the missiles are still a long distance off sent out the flare decoy drones to a location where they would still be in the missiles' seekers field of view but to get to that position the missiles would have to burn a lot of DeltaV. Then wait until the missiles are close enough that they would have maneuver hard to reorient, then shut down power and retract radiators on the missiles primary target and fire of the flares on the drones. They might try and engage the new target and in doing ruin the intercept geometry with your ships. This above is simplified as you could split a flare drone fleet of twenty into groups of five and send them to four different decoy locations and further confound the missiles targeting systems.
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Post by magusunion on Nov 4, 2016 1:12:14 GMT
That's mostly why I went with a Drone design instead of a missile system. Was using a 5 min burning flare on a missile tip, but it wasn't creating a distracting enough heat sig for the enemy missiles/drones to waste delta-v on.
In space, we can somewhat pick and choose our engagement ranges when it comes to orbital interception. For me personally, I will try to deploy these drones about 1 hour before an intercept window of missiles, and expend a fair deal of delta-v so that they get intercepted prior to my targeted carrier (which is usually weak as piss). That way, the engagement can solely be based around both the drone and the missile screen, and the 'flare shield' can do its job to disable the missile swarm.
This is mostly because fuel-less missiles are harmless missiles. And Drones unfortunately can't be recalled into a Carrier/Station, so they have to be used like ammo pieces as well.
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reviire
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Post by reviire on Nov 4, 2016 11:17:38 GMT
So, this has been a fun thread to read, although I did skip parts of it. On the topic of armor, would materials with a decently high tensile strength, and a high speed of sound (i.e Zirconium copper) be good materials to prevent spalling, say as a final layer in a ships armor? Rather than using some sort of spall liner, such as Aramid fiber. I'd presume aramid fibers are worse at absorbing projectiles.
I don't understand a lot of the different interactions related to material stats, yet.
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Post by dragonkid11 on Nov 4, 2016 11:48:23 GMT
Yeah, I don't understand either. I just copied and used whatever that actually works here.
So far, the thick aerogel filled whipple shield armor is extremely effective.
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reviire
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Post by reviire on Nov 4, 2016 11:49:02 GMT
Yeah, I don't understand either. I just copied and used whatever that actually works here. So far, the thick aerogel filled whipple shield armor is extremely effective. Well, if anything, do people know what spalling looks like, along with other sorts of damage? I have no idea what this is. puu.sh/s689M.jpg
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Post by fallingaggressively on Nov 4, 2016 12:23:12 GMT
It is a bit difficult to 'see' spalling as the armor indicator only shows health of the lowest layer of armor - however if modules are dying and the lowest layer has no black tiles then you have spalling issues.
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reviire
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Post by reviire on Nov 4, 2016 14:20:09 GMT
It is a bit difficult to 'see' spalling as the armor indicator only shows health of the lowest layer of armor - however if modules are dying and the lowest layer has no black tiles then you have spalling issues. A better armor indicator in sandbox would be nice, too. But you can see the physical effects on the armor, see above picture. There's the heating up too, i.e from plasma/disintegrated projectiles.
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