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Post by gedzilla on Sept 8, 2018 20:04:56 GMT
Do you guys have any good coilgun designs ? I've been trying to make them relavent for myself, but am having trouble doing so.
Can you make something that can shoot 1kg at 8-10km/s ? Ill also take any other decent designs
thanks
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Post by someusername6 on Sept 8, 2018 20:31:03 GMT
Unfortunately, the requirement that capacitors used at every stage of the coilgun are identical severely hampers our ability to design coilguns at larger sizes. You can still do it at a reasonable price -- but you will have to provide all of the power yourself (and also increase the number of allowed stages, possibly). Here is something I just put together, with a little bit of limit editing. CoilgunModule 10.0 GW 62mm Turreted Coilgun UsesCustomName false PowerConsumption_W 1e+10 Coil Composition Reinforced Carbon-Carbon WireRadius_m 0.01 NumberOfTurns 1 NumberOfLayers 2 NumberOfStages 1000 BarrelArmor Composition Graphite Aerogel Thickness_m 1.5 Armature Composition Iron BoreRadius_m 0.0313 Mass_kg 1 Tracer Iron Payload null Loader PowerConsumption_W 2.56e+05 ExternalMount false InternalMount false Turret InnerRadius_m 2.25 Extruded true ArmorComposition Graphite Aerogel ArmorThickness_m 0.15 AttachmentCount 1 MomentumWheels Composition Vanadium Chromium Steel RotationalSpeed_RPM 3800 TargetsShips true TargetsShots true
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Post by tepidbread on Sept 9, 2018 1:14:08 GMT
I believe that coilguns are currently bugged.
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Post by Fgdfgfthgr on Sept 9, 2018 2:14:16 GMT
Unfortunately, Coil gun's efficiency drops rapidly as the speed goes up. You are not going to get a fast firing rate by this velocity. PS: someusername6 did a great job already, just use his.
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Post by AtomHeartDragon on Sept 9, 2018 8:22:34 GMT
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Post by tepidbread on Sept 24, 2018 21:47:19 GMT
Something similar happens with multicapacitor railguns too. It seems that the capacitors add weight, heat, and charge time, but do not change the total energy per shot.
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Post by gedzilla on Sept 26, 2018 17:39:33 GMT
Unfortunately, the requirement that capacitors used at every stage of the coilgun are identical severely hampers our ability to design coilguns at larger sizes. You can still do it at a reasonable price -- but you will have to provide all of the power yourself (and also increase the number of allowed stages, possibly). Here is something I just put together, with a little bit of limit editing. CoilgunModule 10.0 GW 62mm Turreted Coilgun UsesCustomName false PowerConsumption_W 1e+10 Coil Composition Reinforced Carbon-Carbon WireRadius_m 0.01 NumberOfTurns 1 NumberOfLayers 2 NumberOfStages 1000 BarrelArmor Composition Graphite Aerogel Thickness_m 1.5 Armature Composition Iron BoreRadius_m 0.0313 Mass_kg 1 Tracer Iron Payload null Loader PowerConsumption_W 2.56e+05 ExternalMount false InternalMount false Turret InnerRadius_m 2.25 Extruded true ArmorComposition Graphite Aerogel ArmorThickness_m 0.15 AttachmentCount 1 MomentumWheels Composition Vanadium Chromium Steel RotationalSpeed_RPM 3800 TargetsShips true TargetsShots true
um, i just downloaded it and got a exit velocity of 2.19km/s ? is this an old design ? did you enter the code wrong ?
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Post by someusername6 on Sept 27, 2018 13:22:39 GMT
um, i just downloaded it and got a exit velocity of 2.19km/s ? is this an old design ? did you enter the code wrong ? No, but this relies on changing the limits allowed by the game. Check that the loaded values *actually* match what I posted on the code, after you load the weapon -- you may need to increase the limit for the maximum allowed power consumption and the number of stages, in particular.
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Post by Rocket Witch on Sept 28, 2018 0:51:59 GMT
Did you see my 1kg coilgun in the past? It's not up to your velocity requirement, but I think if you just up the power, capacitor size and coil radius you should still have something decent to work with. Introducing the Beryllium Blaster 1000! I didn't make this for the challenge so technically it's 5MW outside of fitting into the light category, but still by far the lightest kilogram shooter I think anyone may have made? Accurate to 4.92km on 1m target. 1kg projectile. 652kc & 12.3t sans ammo. Cost & mass with the default 1000 round magazine is something like 1.18Mc & 13.5t. Code: CoilgunModule 30MW (1kg) C-Coilgun E-Turret UsesCustomName true PowerConsumption_W 3e+07 Capacitor DielectricComposition Hafnia Dimensions_m 0.6 0.682 Separation_m 1e-07 Coil Composition Beryllium WireRadius_m 0.0195 NumberOfTurns 100 NumberOfLayers 2 NumberOfStages 1 BarrelArmor Composition Amorphous Carbon Thickness_m 0.1 Armature Composition Magnetic Metal Glass BoreRadius_m 0.005 Mass_kg 1 Tracer Gadolinium Payload null Loader PowerConsumption_W 29500 ExternalMount false InternalMount false Turret InnerRadius_m 0.5 Extruded true ArmorComposition Amorphous Carbon ArmorThickness_m 0.15 ElectricActuators PermanentMagnet Neodymium Iron Boron PowerConsumption_W 1.4e+05 AttachedAmmoBay Capacity 1000 Stacks 1 TargetsShips true TargetsShots true
Image:
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Post by cipherpunks on Jan 11, 2019 23:15:55 GMT
For the record, this coilgun (in company with previous one etc) needs such Limits.txt additions: SolenoidSubModule NumberOfTurns 1 500 NumberOfLayers 1 50
CoilgunModule PowerConsumption_W 10 1e11 NumberOfStages 1 1000
CapacitorSubModule Separation_m 100e-10 10
CapacitorBankSubModule Separation_m 100e-10 10
It also doesn't work in latest version without some changes; I fixed it: CoilgunModule 30MW (1kg) C-Coilgun E-Turret UsesCustomName false PowerConsumption_W 3e+07 Capacitor DielectricComposition Hafnia Dimensions_m 0.69 0.5162 Separation_m 1e-07 Coil Composition Beryllium WireRadius_m 0.01967 NumberOfTurns 100 NumberOfLayers 2 NumberOfStages 1 BarrelArmor Composition Amorphous Carbon Thickness_m 0.1062 Armature Composition Magnetic Metal Glass BoreRadius_m 0.005 Mass_kg 1 Tracer Gadolinium Payload null Loader PowerConsumption_W 29500 ExternalMount false InternalMount false Turret InnerRadius_m 0.4984 Extruded true ArmorComposition Amorphous Carbon ArmorThickness_m 0.15 AttachmentCount 1 ElectricActuators PermanentMagnet Neodymium Iron Boron PowerConsumption_W 1.4e+05 AttachedAmmoBay Capacity 1000 Stacks 1 TargetsShips true TargetsShots true
Strangely, someusername6's one made my game feel slow when on editing screen. Haven't tried actually using it.
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Post by jtyotjotjipaefvj on Jan 14, 2019 3:10:46 GMT
This one's pretty good: Here's a heavier and more efficient version: Both shoot rounds above 1 kg but you might be able to make them work with lighter rounds too. I value efficiency above volume of fire though, so I prefer these. Edit: managed to miniaturize it to 1 kg, it does indeed make a pretty decent gun:
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Post by cipherpunks on Jan 14, 2019 12:18:27 GMT
To whom it may concern, here's the rev'd 'sources' of the former... CoilgunModule 60.0 MW 42mm Turreted Capacitor Coilgun UsesCustomName false PowerConsumption_W 6e+07 Capacitor DielectricComposition Hafnia Dimensions_m 0.99 0.92 Separation_m 1e-07 Coil Composition Aluminum WireRadius_m 0.025 NumberOfTurns 50 NumberOfLayers 1 NumberOfStages 1 BarrelArmor Composition Graphite Aerogel Thickness_m 0.15 Armature Composition Magnetic Metal Glass BoreRadius_m 0.021 Mass_kg 5 Tracer Aluminum Payload null Loader PowerConsumption_W 4.1 ExternalMount false InternalMount false Turret InnerRadius_m 0.33 Extruded true ArmorComposition Aluminum ArmorThickness_m 0.0001 AttachmentCount 1 MomentumWheels Composition Aluminum RotationalSpeed_RPM 3500 AttachedAmmoBay Capacity 200 Stacks 1 TargetsShips true TargetsShots true
...and the latter: CoilgunModule 40.0 MW 12mm Turreted Capacitor Coilgun UsesCustomName false PowerConsumption_W 4e+07 Capacitor DielectricComposition Hafnia Dimensions_m 0.439 0.924 Separation_m 1e-07 Coil Composition Magnesium Aluminum Zinc WireRadius_m 0.025 NumberOfTurns 50 NumberOfLayers 1 NumberOfStages 1 BarrelArmor Composition Graphite Aerogel Thickness_m 0.11 Armature Composition Magnetic Metal Glass BoreRadius_m 0.0063 Mass_kg 1 Tracer Aluminum Payload null Loader PowerConsumption_W 2.9 ExternalMount false InternalMount false Turret InnerRadius_m 0.24 Extruded true ArmorComposition Amorphous Carbon ArmorThickness_m 0.03 AttachmentCount 1 MomentumWheels Composition Diamond RotationalSpeed_RPM 41000 AttachedAmmoBay Capacity 200 Stacks 1 TargetsShips true TargetsShots true
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Post by jeff31415 on May 1, 2019 16:21:03 GMT
Because of the bad model of coilguns in CDE(Wtih a lot of lethal problems),designing a good high mass object thrower is nearly impossible(After the model of coilguns is changed,heavy coilguns are just doesn't work,including the wonderful stock 286mm coilgun(being re—desigened)).Using A railgun may be much better(now i can shoot my favourate 100t nuclear grenade in nearly 20km/s) but remember,the capacitor charging bug may cause you guns a bit ineffcient
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Post by AtomHeartDragon on May 1, 2019 20:17:09 GMT
I have a pair of pretty good CW coilguns (although of needler/sandblaster variety) I stole from jtyotjotjipaefvj - 32 and 40km/s, very long, but relatively lightweight and turreted - no warnings, no dependencies on modded materials or limits. I also have a very long but not heavy spinal CW coilgun slinging 1kg MMG slugs at some 7.4km/s (IIRC) every 33.3ms.
Other than that I find it easier to sling even heavy monolithic slugs with railguns - I have workable monolithic design firing 1kg AC slug at 20km/s every second and a couple of scaled down variants with better rate of fire. Accuracy, barrel stress and heat management become problematic at those scales.
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