|
Post by airc777 on Jan 30, 2019 14:40:54 GMT
Oh, the game runs better if you edit the limits.txt. Like, way, way better. Here's a 2.5% C railgun. Game appears to be running in real time now, but now my target is 9 hours away...
|
|
|
Post by airc777 on Jan 30, 2019 16:43:04 GMT
A civilian mass driver, for ummm... Launching cube sats to Proxima Centauri.
|
|
|
Post by AtomHeartDragon on Jan 30, 2019 17:47:25 GMT
With some mild limits editing (increasing barrel length and armor thickness) you can make far faster guns too. Without changing the barrel length, you don't have enough space to keep the stresses low so I doubt you can do it very effectively at least. These types of guns have the additional benefit that lasers have a hard range cap of 10 Mm. Once your range is noticeably above that, cost or mass don't really matter that much since no laser star will be able to retaliate. OTOH for the cost and mass of one gun you would be able to pump around a 100+ of rtg-powered mancan+gun skiffs that will be more than enough to counter it (the gun tags one, is minced by the rest before it can recharge).
|
|
|
Post by airc777 on Jan 30, 2019 18:14:09 GMT
OTOH for the cost and mass of one gun you would be able to pump around a 100+ of rtg-powered mancan+gun skiffs that will be more than enough to counter it (the gun tags one, is minced by the rest before it can recharge). Porque no los dos?
|
|
|
Post by AtomHeartDragon on Jan 30, 2019 23:06:44 GMT
OTOH for the cost and mass of one gun you would be able to pump around a 100+ of rtg-powered mancan+gun skiffs that will be more than enough to counter it (the gun tags one, is minced by the rest before it can recharge). Porque no los dos? A po angielsku nie można?
|
|
|
Post by cipherpunks on Jan 31, 2019 0:39:59 GMT
A po angielsku nie można? Dla czego muwil to. Teraz wszystkie boty to widzialy sa reklamowane roznymi mowami.
|
|
|
Post by airc777 on Jan 31, 2019 14:00:53 GMT
So, how far can you push the module editor before the game crashes? I'm toying around with teraton scale weapons and it seems as stable as ever.
If I try to build a 5,000km long railgun could I make causality violating muzzle velocities, or does the game account for that?
I'm at 6.6% C now, so my guns can deliver payloads to Proxima Centauri in ~65 years.
Edit: My math was wrong.
|
|
|
Post by airc777 on Jan 31, 2019 15:26:26 GMT
No, I don't think you can. I'm starting to get rapidly diminishing returns. Also I made the gun long enough to poke through the skybox in the editor.
|
|
|
Post by AtomHeartDragon on Jan 31, 2019 18:08:14 GMT
I thought this thread was supposed to be about weapons that are at least somewhat practical.
|
|
|
Post by airc777 on Jan 31, 2019 18:33:01 GMT
I thought this thread was supposed to be about weapons that are at least somewhat practical. Fair point, so I decided to see how short you could build a 1.0Mm/s gun, so that it would be less massive and you could have a higher turret traverse speed without making the turret millions of tons or require huge amounts of power. I also limits edited the power draw so that the firing rate could be higher. So now you can use your 1Mm main battery as your point defense too. Or you can have a practical 1Mm point defense on your ships with you not practical %C main batteries.
|
|
|
Post by jtyotjotjipaefvj on Jan 31, 2019 18:59:09 GMT
I made a decent coilgun Comparison to similar AE needler:
|
|
|
Post by AtomHeartDragon on Jan 31, 2019 22:38:25 GMT
I made a decent coilgun Comparison to similar AE needler: Well, the railgun is actually aimable.
You could make your CG, or preferably a whole bundle, spinal.
You could also try AC coil. It might need some extra bracing possibly nullifying mass advantage, but AC is also very stiff, which allows for superior accuracy.
|
|
|
Post by jtyotjotjipaefvj on Jan 31, 2019 23:10:33 GMT
You could make your CG, or preferably a whole bundle, spinal. I could, but spinal guns are always trash, and bundled turrets are almost always not worth it due to the rate of fire cap. If the steering AI could hit the long side of a barn at 50 km, I might consider using spinal guns at some point, but currently there's no point to even having them in the game. The coil material doesn't seem to make that much difference to accuracy since there's so little of it. Most of the bracing comes from the graphogel armor. Having the coil strong enough to not explode or melt seems to be most important, and maraging steel is good at that. The turn rate pretty much can't be helped, due to the way coilguns work. You need a long barrel to make it have any kind of speed while not exploding. Plus 3 deg/s is still enough to aim decently fast at long range. Should be fine as an anti-capital gun.
|
|
|
Post by bigbombr on Feb 1, 2019 11:25:13 GMT
The coil material doesn't seem to make that much difference to accuracy since there's so little of it. Most of the bracing comes from the graphogel armor. Having the coil strong enough to not explode or melt seems to be most important, and maraging steel is good at that. Have you considered zirconium copper and vanadium chromium steel as coil materials? VCS is stronger than maraging steel, and zirconium copper has a higher conductivity.
|
|
|
Post by AtomHeartDragon on Feb 1, 2019 22:19:24 GMT
VCS is good if you want minimal bracing to stave off beam deflection, but is very springy so your long coilgun will be flopping about like a slinky - good luck with your accuracy, unless you layer your graphogel really thick. If you do layer your graphogel thick, then AC will actually be lighter and stiffer.
Do note that you don't want to make capacitor-based CG out of AC, but for continuous power ones it's really worth considering. It also works for very heavy RG armatures.
|
|