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Post by airc777 on Oct 23, 2018 4:00:38 GMT
So I wanted to test the viability of flak - cannons for the purposes of ciws. Because that's what flak cannons are for right? Oh god, the lag. Attached is a picture of nine ships armed with a total of 108 cannons each firing one of the stock flak modules at 1.5 km/s every 135 milliseconds.
Is there a way to optimize a flak - cannon - ciws that is reasonably effective at killing drones and missiles but doesn't kill the frame rate?
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Post by someusername6 on Oct 23, 2018 4:05:37 GMT
I'd try to increase the projectile velocity. Not that it is any more effective -- it just means that there will be less total projectiles spawned between the attacker and the target.
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Post by AtomHeartDragon on Oct 23, 2018 7:47:17 GMT
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Post by The Astronomer on Oct 23, 2018 8:30:43 GMT
The lag cannon is arguably the most dangerous weapon the universe has ever seen. Once used, the weapon horribly disrupts the framerate of both the user and the target. It was reportedly developed several times across the known space, and many rogue nations kept a few as a trump card.
The lag cannon works by overloading the game until the framerate drops by exploiting the overload theory. The most common method used to achieve this is by slinging excessive amount of tiny slugs into space until the game overloads. A large number of flak bombs can also be used, so do drop tanks and guns with absurd fire rates, and rarely, nuclear grenades for extra flashiness and possibly crashing the target's eyes. The lag can be used to 'surprise' attack the enemy, unguarded from the frustration of the slowness of the game. If deployed in a large amount, the weapon can cause a crash, annihilating the user and the target, as well as every vessel nearby.
Activists from various groups and organizations called for a ban on the weapon, but most attempts to negotiate fail, and when expeditions were launched to forcefully destroy the weapon, the mission, along with the weapon were crashed.
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Post by AtomHeartDragon on Oct 23, 2018 9:07:04 GMT
The lag cannon is arguably the most dangerous weapon the universe has ever seen. Once used, the weapon horribly disrupt the framerate of both the user and the target. It was reportedly developed several times across the known space, and many rogue nations kept a few as a trump card. The lag cannon works by overloading the game until the framerate drops by exploiting the overload theory. The most common method used to achieve this is by slinging excessive amount of tiny slugs into space until the game overloads. A large number of flak bombs can also be used, and rarely, nuclear grenades for extra flashiness and possibly crashing the target's eyes. The lag can be used to 'surprise' attack the enemy, unguarded from the frustration of the slowness of the game. If deployed in a large amount, the weapon can cause a crash, annihilating the user and the target, as well as every vessel nearby. Activists from various groups and organizations called for a ban on the weapon, but most attempts to negotiate fail, and when expeditions were launched to forcefully destroy the weapon, the mission, along with the weapon were crashed. Don't forget about droptanks and humble stock 60mm.
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Post by doctorsquared on Oct 24, 2018 1:34:11 GMT
Meet your new friend the SquareCo 200-600mg Flak Bomb, when coupled with a 1g fuse module you get 1.2-1.6g of flak goodness that will fire out of a railgun. Available in three flavors: - 400kW Light Flak Railgun @ ~53kg
- 50MW Medium Anti-Ship Flak Railgun @~8.10 tons
- 250MW Heavy Anti-Ship Flak Railgun @~144 tons
The 400kW model is quite an effective CIWS for taking out missiles and drones, less so at punching through capital ship armor given the relatively low velocity that the 1.2g flak bombs travel at.
The 50MW railgun is still quite good at dealing with drones and missiles, and the cone of 10.2 mg shards traveling at 42km/s does a good job of punching through armor and enemy modules without over penetrating.
The 250MW gun is made for shooting at capital ships from over 1Mm away, it fires the 1.2g flak bomb instead of the 1.6g model that the 50MW railgun fires to keep the high muzzle velocity. It's less of a CIWS, and more leverages the shrapnel traveling at 104km/s to deal with potential inaccuracy and help mitigate the over penetration issue more high-powered weapons can encounter.
Smaller, higher velocity charges tend to end battles more quickly as they detonate more quickly and frequently, thus allowing the simulation to stop calculating their trajectory and fuse triggering. Lag will still occur if you have too many ships firing the flak rounds at a high rate of fire.
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Post by airc777 on Oct 25, 2018 11:35:51 GMT
Does the ratio of flak height to radius make a difference in the spread pattern of the flak?
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Post by doctorsquared on Oct 26, 2018 0:22:50 GMT
Height to radius ratio controls the mass and number of shrapnel fragments the bomb creates through use of Gurney Equations
The radius of the flak cone is related to the launch velocity of the bomb as shown by the 'shrapnel at hit' graph towards the bottom of the editor. The faster that the bomb is launched (shown in km/s) the tighter the cone will be when it detonates. You can use the graph to tailor how fast you want the bomb to travel. For anti-ship purposes, you may want to have a high-velocity gun to fire a tight cone that focuses most of the shrapnel on a small section of armor, while for CIWS anti-drone/anti-missile guns you may want a lower velocity to increase the area of effect of the charge.
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