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Post by coaxjack on Nov 3, 2016 0:02:42 GMT
The power applied to accelerate the projectile also repels the coils of the coilgun.
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erin
Junior Member
Smash Mouth Plays From The Depths Of Hell As You Traverse A Deep, Rat-Infested Cave
Posts: 57
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Post by erin on Nov 3, 2016 3:25:45 GMT
Of course, we wouldn't see those things in the main game because it's about realism, I wouldn't expect to. (Although visible lasers would still be a nice option, as it wouldn't change gameplay.) But mods on the other hand, nothing wrong with adding some more unrealistic stuff, it's a mod. As long as it's done in a way that would be "Realistic", with defined rules on how it functions, so you can make your own types of it, as with all other weapons in the game. It'd just be amazing to see ships firing plasma torpedoes at each other. I'd love to see a MAC. Although on a partially unrelated note, why are coilgun coils subject to pressure? I thought the projectile doesn't contact the coilgun, or am I just not understanding something about the physics behind it? Fusion reactors, anti-matter power storage (Or any power storage, for that matter.), and some sort of force field, would be great to see. But what would multi-barrel guns achieve, unless they were sorta separate guns, like the 20mm flak 38. At this point, without it being properly simulated, there's no real reason to suspect that the few general design families possible ingame are more or less realistic than others. Broadside ships and saucers pretty handily do away with the notion that cylinders are somehow the perfect shape on the rationale that "low frontal cross section and stable along the thrust axis and that's all the justification we need", I feel. I suspect there's niches for many possible, more "soft" designs, so I do wholeheartedly support expanded ship editor capabilities along realistic lines as well as just aesthetics. I suppose multi-barrel guns would alleviate the need to build a second turret if you just want more firepower rather than more individual turrets capable of independently targeting, as well as perhaps to help with barrel cooling concerns. A number of modern CIWS turrets are multiply barreled, among other things, so I don't think there's no reason to have them as an option. And thanks for the plug of my visualizations bluuetechnic, hehe. Some things I might like to see are chemical explosive pumped EMP bombs, charged particle beams...
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Post by dragonkid11 on Nov 3, 2016 4:27:58 GMT
In game single barrel cannon can already fire at the rate of 1000 rounds per second.
Having multi barrel cannon would reach absolutely ridiculous firerate.
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Post by Pttg on Nov 3, 2016 18:01:00 GMT
A few variants of hypothetical superconductors would be interesting to replace borosilicate glass....
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Post by bluuetechnic on Nov 4, 2016 2:34:22 GMT
At this point, without it being properly simulated, there's no real reason to suspect that the few general design families possible ingame are more or less realistic than others. Broadside ships and saucers pretty handily do away with the notion that cylinders are somehow the perfect shape on the rationale that "low frontal cross section and stable along the thrust axis and that's all the justification we need", I feel. I suspect there's niches for many possible, more "soft" designs, so I do wholeheartedly support expanded ship editor capabilities along realistic lines as well as just aesthetics. I suppose multi-barrel guns would alleviate the need to build a second turret if you just want more firepower rather than more individual turrets capable of independently targeting, as well as perhaps to help with barrel cooling concerns. A number of modern CIWS turrets are multiply barreled, among other things, so I don't think there's no reason to have them as an option. And thanks for the plug of my visualizations bluuetechnic , hehe. Some things I might like to see are chemical explosive pumped EMP bombs, charged particle beams... This pretty much exactly sums up my thoughts exactly. Also, np on the plug; your designs are both useful and cool looking, so why wouldn't I if it's on a related subject? Also, explosive pumped EMPs and particle beams? Now THAT, is a great idea In game single barrel cannon can already fire at the rate of 1000 rounds per second. Having multi barrel cannon would reach absolutely ridiculous firerate. Well, this is in also largely because I think everything cools down way too quickly, and barrel heat needs to be increased, but that's a whole other topic. For now though, they would still have their uses. How else am I supposed to build a badass main battery like they had on old school battleships like the Yamato class?
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Post by Crazy Tom on Nov 8, 2016 1:52:04 GMT
It's stated in the books that missiles/torpedoes are essentially small Epstein drives with a tracking system and warhead, and that they can hit a target on the other side of the Solar System. But don't the book also say that a ship the size of the Roci is about the lower limit in terms of what you can mount an Epstein on?
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Post by n2maniac on Nov 8, 2016 7:51:34 GMT
For that matter, I wished I had some kind of emergency heat sink in the Sandbox battle I just finished. Lost some radiators off my new design, which shut down the reactor, which left the ship helpless even though its armor was mostly intact. Sure, you can add more radiators (I did), but it would be neat to have a lower-mass option that would let you keep the ship running for a short time to finish off an opponent. "Engage emergency cooling! Gunnery, you have thirty seconds to KILL THAT BASTARD!" Question is, could you get rid of enough heat that way to make it worthwhile? Let's run some back-of-the-envelope numbers. 1 MW is 1,000,000 J of heat per second. For a small ship like a Marauder or Orbital Defense Craft, that's about 8.5 MW, or 8.5 million J of heat every second. Ammonia has about a 44 C range between its melting and boiling points, and a specific heat of 4700 J/kg per degree C. So if we make the very simplistic assumption that we start with just-barely-liquid ammonia, heat it to vaporization, and then release the gas, each kg of ammonia can absorb 206,800 J of heat before being vented. *But* ammonia also has a very high specific enthalpy of vaporization. That kg of ammonia is 58 mols and change, so at an enthalpy of 23.35 kJ/mol it will absorb an additional 1.35 MJ of heat in the process of vaporizing. So if we round off and add those together, each kg of ammonia can absorb 1.55 MJ of heat. So our Marauder/ODC could vent about 5.5 kg of ammonia per second and stay cool. Okay, but is that useful? Small ships are pretty fragile, and anything that kills their radiators is probably going to kill them not long after. Take a bigger ship like a Cutter, radiating 200 MW of heat, and suddenly you're venting 133 kg of ammonia per second to break even. So...carrying a 4-ton tank will buy you another 30 seconds of operational time there. Again, ridiculously back of the envelope, but assuming I'm in the right ballpark it could be worth further investigation. If I'm designing a multi-kt killer craft, sparing 5 tons or so for a backup system seems like something I'd consider. At a certain point you could consider this coolant as ammo. BTW, water works fantastically well for this. Methane (which is commonly used as a propellant here) also works reasonably. Hey, if your radiators get shot off and you are risking death, I would dump my delta V in a last ditch offense rather than just watch the ship die.
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Post by dragonkid11 on Nov 8, 2016 8:39:00 GMT
For that matter, I wished I had some kind of emergency heat sink in the Sandbox battle I just finished. Lost some radiators off my new design, which shut down the reactor, which left the ship helpless even though its armor was mostly intact. Sure, you can add more radiators (I did), but it would be neat to have a lower-mass option that would let you keep the ship running for a short time to finish off an opponent. "Engage emergency cooling! Gunnery, you have thirty seconds to KILL THAT BASTARD!" Question is, could you get rid of enough heat that way to make it worthwhile? Let's run some back-of-the-envelope numbers. 1 MW is 1,000,000 J of heat per second. For a small ship like a Marauder or Orbital Defense Craft, that's about 8.5 MW, or 8.5 million J of heat every second. Ammonia has about a 44 C range between its melting and boiling points, and a specific heat of 4700 J/kg per degree C. So if we make the very simplistic assumption that we start with just-barely-liquid ammonia, heat it to vaporization, and then release the gas, each kg of ammonia can absorb 206,800 J of heat before being vented. *But* ammonia also has a very high specific enthalpy of vaporization. That kg of ammonia is 58 mols and change, so at an enthalpy of 23.35 kJ/mol it will absorb an additional 1.35 MJ of heat in the process of vaporizing. So if we round off and add those together, each kg of ammonia can absorb 1.55 MJ of heat. So our Marauder/ODC could vent about 5.5 kg of ammonia per second and stay cool. Okay, but is that useful? Small ships are pretty fragile, and anything that kills their radiators is probably going to kill them not long after. Take a bigger ship like a Cutter, radiating 200 MW of heat, and suddenly you're venting 133 kg of ammonia per second to break even. So...carrying a 4-ton tank will buy you another 30 seconds of operational time there. Again, ridiculously back of the envelope, but assuming I'm in the right ballpark it could be worth further investigation. If I'm designing a multi-kt killer craft, sparing 5 tons or so for a backup system seems like something I'd consider. At a certain point you could consider this coolant as ammo. BTW, water works fantastically well for this. Methane (which is commonly used as a propellant here) also works reasonably. Hey, if your radiators get shot off and you are risking death, I would dump my delta V in a last ditch offense rather than just watch the ship die. Hmm... Now that I think about it. What if there's a mod that make some kind of weapon that require dual-ammo type? Or hell, even a weapon that can fire different ammo types on the go.
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Post by nerd1000 on Nov 8, 2016 10:18:40 GMT
It's stated in the books that missiles/torpedoes are essentially small Epstein drives with a tracking system and warhead, and that they can hit a target on the other side of the Solar System. But don't the book also say that a ship the size of the Roci is about the lower limit in terms of what you can mount an Epstein on? Maybe the Roci is the lower limit for a reusable Epstein drive, as opposed to the 'burns itself out after 30 seconds of firing' missile version? Alternatively, maybe the missiles are similar in size to the Roci herself. It would explain them carrying a nuke big enough to literally reduce the Canterbury to radioactive dust.
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Post by Crazy Tom on Nov 8, 2016 20:54:31 GMT
But don't the book also say that a ship the size of the Roci is about the lower limit in terms of what you can mount an Epstein on? Maybe the Roci is the lower limit for a reusable Epstein drive, as opposed to the 'burns itself out after 30 seconds of firing' missile version? Alternatively, maybe the missiles are similar in size to the Roci herself. It would explain them carrying a nuke big enough to literally reduce the Canterbury to radioactive dust. That would unfortunately require the Roci to be bigger on the inside, as it's supposed to carry a minimum of 14 plasma torpedoes based on the reloading scene in Caliban's War.
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Post by Rocket Witch on Nov 8, 2016 22:31:47 GMT
Well we can use calcium as armour if we wish to thank mr skeltal. I found you can add more sounds to the game, not just replace existing ones. For example there are SmallHit1.ogg and SmallHit2.ogg, you can add SmallHit3.ogg and so forth ad infinitum.
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Post by Durandal on Nov 14, 2016 7:10:06 GMT
Someone should figure out a way to make the shuttle model in game usable from a blackbox technology for shots and giggles.
It would be interesting for use in a "low power" Cold War scenario.
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Post by jonen on Nov 14, 2016 11:41:49 GMT
Someone should figure out a way to make the shuttle model in game usable from a blackbox technology for shots and giggles. It would be interesting for use in a "low power" Cold War scenario. Plus the spacesuited human model. Allow for a Moonraker reenaction.
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Post by someusername6 on Nov 14, 2016 16:31:47 GMT
Someone should figure out a way to make the shuttle model in game usable from a blackbox technology for shots and giggles. It would be interesting for use in a "low power" Cold War scenario. Plus the spacesuited human model. Allow for a Moonraker reenaction. I am looking forward to the day where we can design small shuttles to board disabled enemy vessels with.
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Post by lucidnonsense on Nov 14, 2016 19:55:59 GMT
I kinda want to see an Eclipse Phase mod, or a general Transhuman kinda mod, with Artificially Intelligent ships and perhaps some exotic weapons. The Eclipse Phase factions could also be interesting in a campaign.
Or perhaps an Orions Arm mod, for some more speculative weapons and technology,
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