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Post by nivik on Oct 5, 2016 1:00:12 GMT
Alright, I've found a setup I'm happy with for smaller, more "economy" ships. Described here: imgur.com/a/mXCsTMain rundown is that I'm using 5mm titanium as a whipple shield, a 70cm gap, 2cm of boron backed by 5mm of zirconium copper (to act as a heat spreader), a small gap, a 5mm osmium (!) citadel -- heavy as hell, but seems to work better than 2.5cm of van-chrome -- and a base layer of 3.0cm of amorphous carbon (because RCC is for fancy rich navies). I switched from methane to decane to make the ship cross-section smaller, which helps reduce cost and mass for a given thickness of armor and makes my ships a smaller target. I currently have 6x 260t decane tanks armored with 1.5cm of boron (the high density fuel lets me armor my tanks heavily and still have a better mass ratio than some methane tanks), but I'm considering shrinking them down to 12x 130t tanks, because right now if a couple tanks go in quick succession, the resulting spin kills my crew through g-forces. I'm going to start testing against stock ships now, instead of putting the thing up against itself. However, I am happy to report that against itself, most kills are due to losing all four 10cm thick radiators, or due to crew death caused by propellant venting induced spins.
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Post by millesmissiles on Oct 5, 2016 4:19:13 GMT
Alright, I've found a setup I'm happy with for smaller, more "economy" ships. Described here: imgur.com/a/mXCsTMain rundown is that I'm using 5mm titanium as a whipple shield, a 70cm gap, 2cm of boron backed by 5mm of zirconium copper (to act as a heat spreader), a small gap, a 5mm osmium (!) citadel -- heavy as hell, but seems to work better than 2.5cm of van-chrome -- and a base layer of 3.0cm of amorphous carbon (because RCC is for fancy rich navies). I switched from methane to decane to make the ship cross-section smaller, which helps reduce cost and mass for a given thickness of armor and makes my ships a smaller target. I currently have 6x 260t decane tanks armored with 1.5cm of boron (the high density fuel lets me armor my tanks heavily and still have a better mass ratio than some methane tanks), but I'm considering shrinking them down to 12x 130t tanks, because right now if a couple tanks go in quick succession, the resulting spin kills my crew through g-forces. I'm going to start testing against stock ships now, instead of putting the thing up against itself. However, I am happy to report that against itself, most kills are due to losing all four 10cm thick radiators, or due to crew death caused by propellant venting induced spins. I love it, and can't wait to shoot it. Got a userdesigns? Would love to pit 4 of those against my ship costing the equivalent thereof and see what happens. Us damn fancy rich navies and our 20 Mc/ kt Spaceboats . Mad respect for 10 Mc/ kt. Boron seems to be pretty good at heat transfer, I'd wonder if you even need that copper. Have you tested that much? Also: does 0.5 cm of Osmium really do a decent job as armor? That sounds a whole lot better than an inch or more of steel, even if it is folded 10,000 times...
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Post by nivik on Oct 5, 2016 5:44:07 GMT
I love it, and can't wait to shoot it. Got a userdesigns? Would love to pit 4 of those against my ship costing the equivalent thereof and see what happens. Us damn fancy rich navies and our 20 Mc/ kt Spaceboats . Mad respect for 10 Mc/ kt. Boron seems to be pretty good at heat transfer, I'd wonder if you even need that copper. Have you tested that much? Also: does 0.5 cm of Osmium really do a decent job as armor? That sounds a whole lot better than an inch or more of steel, even if it is folded 10,000 times... I came up with a solution to my weakness versus drones. It comes with missiles. 150mm diameter missiles with 30 seconds of burn time at nearly 7 gravities, for a powered range envelope of 60 kilometers and a burnout velocity of over 4000 meters per second. The warhead is a 7.5 kilogram flak bomb. These missiles are specifically designed to be deployed in tactical engagements instead of launched in waves on the strategic map. Each of its two launchers cycles once every two seconds. It carries over 400 missiles in its magazines. The best part? Each missile costs less than 200 credits. You can empty your magazines for less than half the cost of a single Stinger drone. Please take screenshots. :3 -- UserDesigns.txt (42.06 KB) Edit: I'm very proud of our scientists on this one. They went hard to work with pocket calculators and a borrowed copy of Kerbal Space Program to design these munitions. Where else can you get 5 kN, 3.10 km/s decane/LOX rocket engines for less than the two one-credit chips clinking together in your pocket? Buy Salacia Space Force surplus today! Edit #2: We take no responsibility for magazine explosions resulting from the use of lithium turbopumps for pressurizing LOX. Read the damn instruction manual.
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Post by blothorn on Oct 5, 2016 6:59:26 GMT
Hm. They seem to have accuracy problems--pitting 20 Hailstorms against four of your destroyers (since they are about a quarter the price/mass of my carrier) almost all missed. A total of one drone died (either to a missile or laser) before they all ran out of DV--by that point the drones had crippled one destroyer and moderately damaged two others (and the carrier had 180 Hailstorms left to send). Replacing the flak warhead with a 1.91 kt nuke was much more effective--they still struggled to get outright kills (thanks to its low-profile radiators, the Hailstorm is remarkably nuke-resistant), but quickly immobilized the drones. It increased the price by 21 credits, but look at that acceleration and dv: (You could probably get back the the old cost at lower mass/length by dropping some propellant.) (You could actually fit a 10kt warhead and still reduce mass relative to the frag version, but my cheapest 10kt warhead is 226c.) My only drone to have good success against the nuclear version was the Meteorite, which could open fire at 62.5km and thus got a good bit of damage in before the missiles arrived. This could have been remedied by launching the missiles on the strategic map and intercepting the drones away from the ships.
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Post by nivik on Oct 5, 2016 13:18:21 GMT
Hm. They seem to have accuracy problems--pitting 20 Hailstorms against four of your destroyers (since they are about a quarter the price/mass of my carrier) almost all missed. A total of one drone died (either to a missile or laser) before they all ran out of DV--by that point the drones had crippled one destroyer and moderately damaged two others (and the carrier had 180 Hailstorms left to send). Replacing the flak warhead with a 1.91 kt nuke was much more effective--they still struggled to get outright kills (thanks to its low-profile radiators, the Hailstorm is remarkably nuke-resistant), but quickly immobilized the drones. It increased the price by 21 credits, but look at that acceleration and dv: (You could probably get back the the old cost at lower mass/length by dropping some propellant.) (You could actually fit a 10kt warhead and still reduce mass relative to the frag version, but my cheapest 10kt warhead is 226c.) My only drone to have good success against the nuclear version was the Meteorite, which could open fire at 62.5km and thus got a good bit of damage in before the missiles arrived. This could have been remedied by launching the missiles on the strategic map and intercepting the drones away from the ships. Yeah, I'm not super happy about the missile guidance algorithms: they seem to be either full pursuit or naive proportional navigation, both of which are really suboptimal. If/when there's a modding API, adding an EPN guidance button will be high on my to-do list. I may need to break down and make a 3 MW laser optimized for irradiance at range. I hate doing it, because I love CIWS and countermissiles, but needs must. I've got a small nuclear warhead I was considering placing on the missiles. It's not as small or as cheap, but my navy lacks the ability to compress fusion fuel to those densities. I limit myself to 800 kg/m^3 and say that I'm using a deuterated/tritiated hydrocarbon or something. Still, I could be using interceptors with 300t warheads on them, which is still no joke when you're expending them like candy. Anyway! This is an armor thread. How'd the armor do? The fact the destroyers survived the drones running out of gas seems encouraging. Edit: 45 kg is the lowest you can go with a stoich mix of decane and oxygen, unfortunately. My original paper design only called for 30 kg of propellant. I may need to switch my small missiles to a different mix, but I really love decane's density and the high burn temperature of decane/LOX.
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Post by blothorn on Oct 5, 2016 16:30:15 GMT
That is a good point about the fusion fuel density.
I think the armor held up decently--the railguns (1g@13.1km/s, RoF tuned to avoid violating physics) managed few or no complete penetrations, but got a number of radiator/turret kills. Still not certain what to do to prevent that--the difficulty of armoring things outside the Whipple shield was a major driver of my pursuing missile/drone warfare.
The Hailstorms (5g@2.71km/s) did better--a large number of penetrations outside the citadel, knocking out several engines and causing one complete mobility kill. No evidence of citadel penetrations. That is probably actually the best result I have seen against those guns; low-velocity kinetics really hit hard.
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Post by nivik on Oct 5, 2016 19:29:15 GMT
That is a good point about the fusion fuel density. I think the armor held up decently--the railguns (1g@13.1km/s, RoF tuned to avoid violating physics) managed few or no complete penetrations, but got a number of radiator/turret kills. Still not certain what to do to prevent that--the difficulty of armoring things outside the Whipple shield was a major driver of my pursuing missile/drone warfare. The Hailstorms (5g@2.71km/s) did better--a large number of penetrations outside the citadel, knocking out several engines and causing one complete mobility kill. No evidence of citadel penetrations. That is probably actually the best result I have seen against those guns; low-velocity kinetics really hit hard. Good to hear that about the armor! Amorphous carbon seems to work pretty decently as a budget alternative to RCC for spall liner duty. I'm consistently shocked by how well that 5mm of osmium does compared to 2.5cm of steel. The mass is terrifying, but a little seems to go a long way. The main thing I've had against drone warfare is the expense of RTGs. However; I've read the reactor thread and was clearly ignorant of just how tiny a reactor could be made. I probably won't push the limits as drastically as they do -- this is the navy of cheap practicality, after all -- but a sub-ton, 75 cm diameter reactor made as cheap as humanly possible is probably high on my list of priorities. I want to do something unique with my drones, though...maybe something missile-related. Or drones that launch micro-drones. Actually, that sounds amazing. I'll also see about clearing away any unused modules, or creating a separate UserDesigns files for experimentation and stuff I want to share.
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Post by ross128 on Oct 5, 2016 20:36:48 GMT
Drones definitely have a lot going for them. They have a high hit rate (especially with a wide-angle turret), and a handful of drones can do a tremendous amount of damage to a fleet if you give them enough time on target. A drone with a compact fission reactor and RTG can pack an amazing amount of firepower and delta-V into a small package. Nuclear drones ain't cheap though, and at the moment they're not recoverable (even if 10km/s of delta-V should be quite enough to RTB). For budget warfare I'm finding it hard to beat good old flak missiles. They can be engineered incredibly small and cheap, and a missile spread will typically massively overkill whatever it's pointed at anyway. This is the latest iteration of my compact missile project. It costs a mere 70c, and if you skimp on the armor you can get it down to 53c. A typical warship can easily carry thousands of them, and the specs speak for themselves. As a bonus, they are an excellent force multiplier for conventional cannons: the cannon only needs to punt the missile in the vague direction of the enemy, just a couple hundred m/s of muzzle velocity will do, and the missile will do the rest of the work. A conventional cannon firing these things has an effective range of well over 100km (the only real limit is how well the pursuit algorithm utilizes its dV), putting even the most over-engineered coilgun to shame. The main downside is an enemy with lasers or high-velocity weapons will have a window to shoot back while the missiles are flying to the target, if you're within their range at least. A handful of them also makes a great defense against nuke salvos, use them to set off the nukes' proximity fuses and watch the fratricide ensue.
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Post by nivik on Oct 5, 2016 20:56:42 GMT
For budget warfare I'm finding it hard to beat good old flak missiles. They can be engineered incredibly small and cheap, and a missile spread will typically massively overkill whatever it's pointed at anyway. I love those. They're tiny and adorable. Impressive dV performance, too. I love using missiles in tactical engagements. If you look at blothorn's post above, the missile he posted there is my 15.0 cm design with the original 15kg flak bomb swapped out for a small nuclear warhead. They cost about 160c each in the flak configuration. Unfortunately, decane/LOX has a lower limit on propellant mass of about 45.0 kg due to the stoich ratio and the 10.0kg minimum tank size. I'll probably try a monoprop design tonight. I really want to keep the small diameter, but I've noticed that puts a pretty hard cap on your gimbal angle, which has some pretty significant repercussions in terms of maneuverability. I'd love to get my missiles and launchers down to the size where drones can use them, though. (We should really start another thread centered around cost-effectiveness in all its forms!) To bring this back to armor discussion though: has anyone studied the effects of both flak and pure kinetic missiles against armor? I may start testing to counter those threats along with cannons, since those seem to require a different approach than hypervelocity stuff.
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Post by captinjoehenry on Oct 5, 2016 21:18:38 GMT
Wow ok I have really out done myself with this armor setup! So be it you might as well be armoring your ships with pure money but this armor when angled is impervious to 640mm 30kg projectiles going at 13km/s along with contact 250mt nukes. I did get through it with a massed strike of 200kg flack missiles. Ok here it is inside to out: 6cm Basalt Fiber, 30cm Boron, 4cm Basalt Fiber, 1.5 meters of Silica Aerogel, 3cm Basalt fiber. The 30kg coilgun will go through it when it is not angled though. This armor setup is pretty much impenetrable but it can get worn down. VERY slowly. I have yet to see it happen like this but with 1 meter of aerogel it does get worn down. It's heavy and it's made of pure money but it is worth it!
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Post by ross128 on Oct 5, 2016 21:27:30 GMT
I've been blowing up some test hulls, nothing particularly extensive. How flak behaves depends on the grain size though. Small-grain flak can generally be handled much like small-caliber hypervelocity rounds, whipple shields stop them nicely. However, because each missile puts out hundreds of fragments (or thousands, for medium/large flak missiles) and flak salvos often contain 50+ missiles, a full salvo will often fully deplete the whipple shield where it hit and leave the area looking like it got hit by the sandblaster of the gods. Especially since right now, the guidance computer likes to detonate point-blank no matter what the arming distance is.
Honestly, other than "don't get hit" I'd say the best way to deal with flak missiles is to make sure you don't put anything that you're going to miss between your main radiators, and put said radiators forward enough that your engines don't get caught in the flak cone. The point-blank detonation means that very few fragments will hit the radiators themselves (though a large enough salvo can still take them out), so if the inside of your ship is arranged right, you might be able to just let the missiles core your ship and you'll only lose one fuel tank.
Setting that aside, a few cm of vanadium chromium steel can render important things like the crew and reactor immune to stray flak hits. I haven't tested osmium but it would probably work too. Ever since I moved those two components into a VCS citadel, my test targets have only ever been hard-killed by radiator loss (though they tend to lose all their dV to engine/fuel hits long before that).
Diamond under silica aerogel also seems to be pretty amazing against nukes. When I put that on my test targets I could bombard them with gigaton nukes, they'd only ever lose engines and radiators, even after the aerogel had been mostly vaporized it took an extremely close hit to get through the diamond. With the armor fully intact they would survive direct hits almost unscathed, sans engines and radiators.
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Post by apophys on Oct 6, 2016 3:20:52 GMT
Unfortunately, decane/LOX has a lower limit on propellant mass of about 45.0 kg due to the stoich ratio and the 10.0kg minimum tank size. I'll probably try a monoprop design tonight. I really want to keep the small diameter, but I've noticed that puts a pretty hard cap on your gimbal angle, which has some pretty significant repercussions in terms of maneuverability. I'd love to get my missiles and launchers down to the size where drones can use them, though. Try decane resistojets. Easily scalable downwards as small as you need, and over 6.3 km/s exhaust velocity if you build well. Of course you'll need a nice reactor, but with current capabilities, that's not a problem. Something to get you started. 1 MW input, 6.35 km/s exhaust, 26 kN thrust & 1.97 kg (1340 TWR). Cost 15c. ResistojetModule 6.35 km/s 1.00 MW Decane Gimballed Resistojet PowerSupplied_W 1e+006 Propellant Decane CoilComposition Tantalum Hafnium Carbide ChamberLength_m 0.1 CoilRadius_m 0.0001 ThermalRocket ChamberComposition Diamond ThroatRadius_m 0.01 ChamberWallThickness_m 0.00018 ChamberContractionRatio 6 NozzleExpansionRatio 90 NozzleExpansionAngle_degrees 7 RegenerativeCooling_Percent 1 Injector Composition Lithium PumpRadius_m 0.095 RotationalSpeed_RPM 80 Gimbal InnerRadius_m 0.14 ArmorComposition Lithium ArmorThickness_m 0.0001 ReactionWheels Composition Lithium RotationalSpeed_RPM 2200 GimbalAngle_degrees 18
I'm in the process of scaling it up for capital ship thrust, since power is so damn cheap.
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Post by nivik on Oct 6, 2016 3:46:52 GMT
Unfortunately, decane/LOX has a lower limit on propellant mass of about 45.0 kg due to the stoich ratio and the 10.0kg minimum tank size. I'll probably try a monoprop design tonight. I really want to keep the small diameter, but I've noticed that puts a pretty hard cap on your gimbal angle, which has some pretty significant repercussions in terms of maneuverability. I'd love to get my missiles and launchers down to the size where drones can use them, though. Try decane resistojets. Easily scalable downwards as small as you need, and over 6.3 km/s exhaust velocity if you build well. Of course you'll need a nice reactor, but with current capabilities, that's not a problem. I looked into that, but decided the expense of a reactor was too much for the theme of my missile builds. I was able to squeak out a couple km/s from a 1kN ethylene oxide motor massing under 700 grams, which will drive a 14 kg missile at 5g for 30 seconds on 10kg of propellant. That meets my target of a powered range envelope of 50km or more, at a price tag of around 60c per missile. For more capable missiles, the lower limits on propellant tank size are less of an issue, and I'm getting around 3.1km/s out of my larger decane/LOX engines where limiting diameter isn't quite as critical. I consider that a decent Ve for a munition, and not having to carry a generator is wonderful. I may turn to resistojets for drones, though, particularly since compact nuclear reactors are so much cheaper than RTGs, and getting 600 kilowatts is actually easier than getting 6. I purposefully avoid the far limits of the customization and put a decent reflector on my drone reactors just as a theme/flavor thing, but they're still a solid choice and using a resistojet might allow me to shrink my drones down a little, which would be nice.
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Post by apophys on Oct 6, 2016 5:37:57 GMT
Wow, that's really tiny. I'm avoiding building spammy things of that scale because of framerate reasons. I think not having a reactor, or a battery, on a missile is unrealistic. Gimbals in every module other than NTRs and combustion rockets require electricity. I'm expecting that the free gimballing is either a bug hiding in plain sight or temporary until batteries exist. It's not much electricity they should normally require, but nevertheless, it is nonzero. Right now there's no reason not to crank up the spin speed as high as the material can survive it, and there's no reason to use heavier materials for energy efficiency.
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Post by blothorn on Oct 6, 2016 6:34:53 GMT
As noted elsewhere, almost all rockets use onboard power generation, rather than external power. (That said, I am somewhat surprised that the generator is assumed without being explicitly modeled.) As far as power for electronics---I like to think that my 1kg control module gets me a battery; it is certainly not getting me sophisticated computing!
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