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Post by sage on Oct 12, 2022 20:38:23 GMT
So, I have a new ideal for the coil gun stand in, and that is to use payloads launched out of carrier modules. the same one that we launch drones and flare out of. This thought makes a new problem as only forward firing coil gun set up and be produced.
I have also built three reactors with heat outputs at 100 MW, 150 MW, and 200MW of heat at a temp of 2000K
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Post by sage on Oct 28, 2022 1:24:44 GMT
Ok at the end of the year I'm planning to leave this board. But before I do, I will have one final post with all of primary things that I have learned, over the years. Right now, I have 2 ships out of 10 that I feel really good about and am planning Terra Invicta, other game that has heat sinks on their starship, to get over my designer block.
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Post by sage on Nov 21, 2022 1:18:06 GMT
It been a while, but Terra Invicta Clock and dagger gameplay took some time to learn.
Her what I learned from the game. This game falls between CoaDE and AV:T in terms of gameplay when it comes to ship warfare. In Terra Invicta you can retracted radiators and use Heat sinks for a set amount of time, just like in AV:T.
Here were both games differ. Terra Invicta uses Utility modules to hold the heat sinks. But these modules can also hold number of other systems like magazine and Marine assault units.
One thing to note is that this game agree's with me on the wavelength of my lasers. As it has both infrared and ultraviolet laser. In fact I also found a StarDock video on YouTube that also agreed with me on this.
It should be noted that I did learn a new way to build ship with Ion engines while play this game. Not form the game itself mind you, as they only allow you to use one type of engine, but from what I was thinking to myself to improve this game.
Form AV:T I learned to mix NTR and ion engines, and from Terra Invicta I learned to mix ion engines and Regular chemical electric pump engines.
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Post by sage on Nov 26, 2022 0:23:24 GMT
I will let you know that the Alien invasion in Terra Invicta is one of the most incompetent invasions ever. First, they crash one ship at a time to deliver terraforming devices. Allowing enough time for earth to ready itself, despite the 8 earth factions at war with each other. Then they station small warship one at a time in orbit, which are easy to shoot down.
What they should have done is send a fleet of 6 or more warships into orbit and attacked anything in space forcing there enemy into atmo.
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Post by sage on Dec 7, 2022 23:36:25 GMT
Alright I'm still fighting with the coil gun problem, as it would solve the small number of rounds on even large capital ships. But given how the missile control module works, it would be better to use a small number of missiles. I was thinking of redoing my sand caster to get around this, but their range is so low when put against laser, that at this point I should just use nuke cannons.
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Post by sage on Dec 8, 2022 1:32:26 GMT
The second real part of space combat is the sensor range. While these three games add radiator which make them more real than any other game, none of the three talks about how we will spot the enemy. I have been looking into find how far we can see for some time.
I came across three equations from Atomic Rockets website. All three do not agree with each other and seem to come out of thin air, with only some math to back their claims.
I am working on an equation to find the true tracking distance base on our space craft.
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Post by sage on Dec 14, 2022 2:22:34 GMT
Ok I final got a sensor range equation that I happy with. It takes into account everything that should be important.
It us the MW waste heat output of the target space craft. The temperature of that MW heat output. The wavelength of light that you are looking for and the diameter of the camera/telescope that is looking for that ship.
Now I can finally answer a question that I asked here, why we can't track alien spaceships in space given that they can't hide their MW waste heat output.
Do to how much work I have for the end of this month it looks like I will not be able to post my spaceship Warfare notes before the end of the month. In addition, I am still working on the Coil gun stand in.
Right now, I'm moving to Megnetoplasmadynamic (MPD) drive missiles.
Because of all of this and the fact that many, but not all of the spam posts have been removed, I may leave one or two months after next year.
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Post by sage on Dec 26, 2022 2:53:02 GMT
Finally, finally I solved the coil gun problem. And I see the bots are back.
One of the things that never set right with me was using the SandCaster as stand-ins for the zone defence Particle beams. From time to time, I tried to redesign them to have a range over 1 Mm. But they had to be almost as big as the ships themselves. It the same problem with the gunboats.
And if you think about it the SandCaster work better as anti-ship weapons then they do anti-missile weapons.
So how did I solve this problem, you ask? The answer came to me in using a flare as a payload and loading it into a player made payload launcher. Now I will have to make different payloads for the different power outputs. But it would allow for a close in defense system that would drive the missile away by firing flares at it.
With that said I still have to test the flares and the new SandCasters.
One of the new debates I'm having with myself is what should I increase the range for a decrease in fire rate or keep the range small for an increase in rate of fire.
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Post by sage on Dec 27, 2022 20:28:29 GMT
To understand my SandCaster dilemma you need to know something about AT:V. In AT:V Coilguns are Kinetic Kill missile launchers that fire 50kg, 100 kg or 200kg missiles at enemy ships. They can be shot down with defense, like zone defense lasers, zone defense Particle Beams and Zone defense counter missile. They can also be hit by anti-ship laser and coil guns in counter fire mode which require flux points (better if they had called it command points).
From the rule book and weapons chart.
A size 2 coil gun that require 1 MW to fire will have a muzzle velocity of 16. A MV of 8 is 1.25 km/s, and therefore an MV of 16 equals 2 km/s.
It should be noted that a M1A2 main gun has a MV of 1.6 to 1.8 km/s
The SandCaster with a range of 230 km had a MV over 38 km/s, and a firing rate of one round every 800ms.
All ships in AT:V use the following weapons, with the following weapons code
Weapons Size Coilgun(CG)[ammo size] power required (delay to next firing) Weapon size code: 4 = 50 kg KKV, 2 = 100 kg KKV, 1= 200 kg KKV
2 CG [4] 1 (+1) 2 CG [2] 1 (+1) 3 CG [2] 2 (+1) 4 CG [1] 4 (+1)
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Post by sage on Jan 1, 2023 23:12:47 GMT
Ok I just double checked my numbers for my space range equation and talked with Ken Burnside form AT:V about how he got his equations.
When I got down with the equation, I double checked it to make sure that everything made sense.
When power went up, the targeting range went up.
.... check
When the size of the telescope went up, the targeting range went up.
.... check
When the wavelength of light that the telescope is set at went down, the targeting range went up.
.... This is because of the diffraction-limit.
The diffraction-limited angular resolution of a telescopic instrument is inversely proportional to the wavelength of the light being observed, and proportional to the diameter of its objective's entrance aperture.
The last one is the one I was having problems with and had to check the numbers.
When temp goes up, the targeting range went ...... down?!
And by a power of 4 no less.
Shouldn't increasing temperature make it easier to target the enemy ship? Well, when I was solving for the thermal are of a space craft, I used the black-body radiation equation. The higher the temp, the lower the area needs to be to get the same power output.
I will explain all of it to you when I do my final tread on this board, titled "Sage's Space warfare Notes".
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Post by sage on Jan 2, 2023 1:37:10 GMT
Other note I just rebuild the rail guns with
1 gram at 1 MW for 2 CG [4] 1 (+1) and maxed out it range to 130 Km at a MV of 21.5 km/s, and a firing rate of 500ms.
and
1 gram at 2 MW for 2 CG [4] 1 (+1) and maxed out it range to 245 Km at a MV of 40.5 km/s, and a firing rate of 965ms.
Seeing for a 1 MW version soon.
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Post by sage on Jan 2, 2023 2:55:32 GMT
Other note I just rebuild the rail guns with 1 gram at 1 MW for 2 CG [4] 1 (+1) and maxed out it range to 130 Km at a MV of 21.5 km/s, and a firing rate of 500ms. and 1 gram at 2 MW for 2 CG [4] 1 (+1) and maxed out it range to 245 Km at a MV of 40.5 km/s, and a firing rate of 965ms. Seeing for a 1 MW version soon. Ok I made a mistake. There is also a 3 CG [4] 2 (+1) coilgun as well. I just made the 1MW version and it has a fire rate of 1.92 seconds. So I will use 1 gram at 1 MW for 2 CG [4] 1 (+1) and maxed out it range to 130 Km at a MV of 21.5 km/s, and a firing rate of 500ms. and 1 gram at 2 MW for 3 CG [4] 2 (+1) and maxed out it range to 245 Km at a MV of 40.5 km/s, and a firing rate of 965ms. This will allow me to finish the Baiburs, Rafik Mk.1, Rafik Mk.2, Kuan Yin, Daixing, Dahe, and Lafyette from AT:V
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Post by sage on Jan 4, 2023 5:26:19 GMT
I'm going to put my notes under Suggestions as it is immune to the bot post.
Also, I just made the 3 CG [2] 2 (+1) coil guns with an SandCaster that fires, 2 gram round with MV of 29.9 Km/s
as it ranges are the following.
1 m^2 target = 26.0 Km 10 m^2 target = 57.0 Km 1000 m^2 target = 180.0 Km
That why I accepted 29.9 Km/s instead of 30.0 Km/s
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Post by sage on Jan 4, 2023 18:39:37 GMT
After asking questions to Ken Burnside (the creator of Attack Vector Tactical), I now see the importance of putting all of my research into notebook(s) that I can look up later.
As it seems that the passage of time rusts any blade.
Right now, I'm choosing between a large 400-page notebook and a number of smaller student lab notebooks with carbon paper.
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Post by sage on Jan 9, 2023 4:14:37 GMT
I'm going to put my notes under Suggestions as it is immune to the bot post. Also, I just made the 3 CG [2] 2 (+1) coil guns with an SandCaster that fires, 2 gram round with MV of 29.9 Km/s as it ranges are the following. 1 m^2 target = 26.0 Km 10 m^2 target = 57.0 Km 1000 m^2 target = 180.0 Km That why I accepted 29.9 Km/s instead of 30.0 Km/s This new SandCaster will allow me to build the Olympus, Di Geleria, and Sao Paulo form AT:V
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