hal
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Posts: 34
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Post by hal on Nov 3, 2016 21:37:30 GMT
As the topic says, post your EFP designs and delivery systems, ask for advice on the same, etc. While it's not nearly as intricate as a lot of other designs, I think it's worth a thread. Here's my most successful NEFP which I cobbled together from other people's module designs: The nuke is redparadize's design from the pocket nuke thread. And the missile is a slightly scaled-up micromissile design by concretedonkey using someusername6's improved rocket. The plate is made of osmium and weighs 6.76 kg overall. Here's a test against the stock gunship refitted with dragonkid11's armor layout: 7 missiles were launched Attachment DeletedThe result: Attachment DeletedAttachment DeletedI haven't really been able to scale this up to regular missile sizes, but work is ongoing on that front with the goal of achieving a long-distance standoff EFP.
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Post by redparadize on Nov 3, 2016 22:21:46 GMT
Intresting. Did you try with ligher penetrator? How often it hit ?
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hal
New Member
Posts: 34
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Post by hal on Nov 4, 2016 0:16:40 GMT
Intresting. Did you try with ligher penetrator? How often it hit ? I vaguely recall trying some thinner plates earlier on and getting poorer results, but it was hardly extensive testing. I'll try using thinner penetrators and seeing how it goes. It seems to have good accuracy - I've used this design (fired through what is essentially the stock 13.0 MW 286mm coilgun) repeatedly with good results. The missiles target the enemy power source the majority of the time, which yields good results. The usual effective range of the missile out of the coilgun tends to be around 50 kilometers. I just successfully tested ranges over 100 km using bursts of missiles with manual coast orders, though the effect on the target was reduced - it took 63 missiles to disable a stock laser frigate, though approximately two thirds of those decided to ignore the coast order and deactivate themselves before reaching the target.
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aiyel
Junior Member
Posts: 83
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Post by aiyel on Nov 4, 2016 3:45:37 GMT
I couldn't tell you off the top which nuke design I'm using, but I've capped it with 40x 5x1cm osmium discs. It's amazingly brutal when it works as intended.
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Post by dwwolf on Nov 4, 2016 14:15:37 GMT
As the topic says, post your EFP designs and delivery systems, ask for advice on the same, etc. While it's not nearly as intricate as a lot of other designs, I think it's worth a thread. Here's my most successful NEFP which I cobbled together from other people's module designs: The nuke is redparadize's design from the pocket nuke thread. And the missile is a slightly scaled-up micromissile design by concretedonkey using someusername6's improved rocket. The plate is made of osmium and weighs 6.76 kg overall. Here's a test against the stock gunship refitted with dragonkid11's armor layout: 7 missiles were launched View AttachmentThe result: View AttachmentView AttachmentI haven't really been able to scale this up to regular missile sizes, but work is ongoing on that front with the goal of achieving a long-distance standoff EFP. Isnt the F/H2 fuel system 19:1 ? Mind, I have been seeing some odd dV results from mismanaged fuel ratios. Also I have noticed that rockets with many small engines tend to run out of dV very quickly.
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Post by dragonkid11 on Nov 4, 2016 14:22:33 GMT
I heard that you can explode the nuke from a distance to launch the penetrator like a nuke-gun.
Heard someone used a gun to aim but not sure how well that worked.
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Post by RA2lover on Nov 4, 2016 14:49:53 GMT
to get a proper firing solution you need your gun to have a listed velocity as fast as the NEFP projectile itself.
About that - has anyone managed to measure a NEFP's velocity?
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Post by redparadize on Nov 4, 2016 14:52:33 GMT
Looking at the pics. Are you sure the nuke exploded? A single 2.66kt nuke usualy make armor glow quite allot when exploding that close to a enemy ship.
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hal
New Member
Posts: 34
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Post by hal on Nov 4, 2016 15:11:50 GMT
Looking at the pics. Are you sure the nuke exploded? A single 2.66kt nuke usualy make armor glow quite allot when exploding that close to a enemy ship. Honestly in this specific case I can't really be certain but I'm pretty sure at least some did, on the basis that I've tested launching single missiles that produced nuclear detonation flashes (confirming that the missile detonated instead of simply hitting the enemy ship) and in those cases the damage looks very similar. However when more than one nuke is launched the screen flashes white repeatedly which makes it impossible to figure out how many are performing as designed and how many are not. I had noted during the test that when looking down the ship from the rocket end it looked like the inner layers of armor were glowing, but I didn't screenshot it at the time. I can replicate the experiment later today with a single manually-detonated missile and make a more detailed analysis then. Isnt the F/H2 fuel system 19:1 ? Mind, I have been seeing some odd dV results from mismanaged fuel ratios. Also I have noticed that rockets with many small engines tend to run out of dV very quickly. Isn't that what it is right now? And yes, these missiles do run out of dV rapidly. They'd probably have so little as to be useless if they weren't launched out of a coilgun. I'm sure there are many better rocket designs for this missile - as stated in the first post I had taken someone else's micromissile design and just scaled it up by using larger fuel tanks and increasing the number of rockets.
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Post by redmars on Nov 4, 2016 17:24:32 GMT
Off-topic, but that engine cluster is adorable. Reminds me of caterpillar legs.
On topic: I've had (limited) luck with small standoff penetrators strapped onto my normal nukes. It's very hit and miss, and could probably do with some optimisation. Speaking of which: does it matter what kind of material I pick for a penetrator? I know nothing about the science of this. My naive assumption is that whatever you launch is basically going to be plasma when it hits anyway.
I'm much more inclined toward standoff penetrators than contact weapons, since kinetics are much cheaper, and if I'm going to pack a nuke, I want it to be able to do AoE damage in case of misses/multiple small targets.
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Post by goduranus on Nov 5, 2016 6:41:36 GMT
I hear some delicate components like reactors being used in nuke EFPs. That got me thinking, complex components(like launchers reactors etc) in the game are either "destroyed" or they are not, if something can be launched in an EFP, the game probably still thinks it's intact. Maybe you could launch another nuke in an EFP. Would someone like to try this and see if it works?
Basically you have two nukes, the one behind has small yield, but large activation range, while the one in front has high yield but smaller activation range. So might happen is the small nuke sees the enemy ship first, it fires and launches the large nuke ahead.
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Post by redparadize on Nov 5, 2016 7:08:06 GMT
I hear some delicate components like reactors being used in nuke EFPs. That got me thinking, complex components(like launchers reactors etc) in the game are either "destroyed" or they are not, if something can be launched in an EFP, the game probably still thinks it's intact. Maybe you could launch another nuke in an EFP. Would someone like to try this and see if it works? Basically you have two nukes, the one behind has small yield, but large activation range, while the one in front has high yield but smaller activation range. So might happen is the small nuke sees the enemy ship first, it fires and launches the large nuke ahead. The problem is the "ahead" part, for any design of this kind realy. On the final approach, the missile will not be oriented toward target most of the time. Unless if it is already on a perfect trajectory to target of course.
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Post by ross128 on Nov 5, 2016 13:04:54 GMT
Actually the biggest problem right now would be getting the stages to detonate in the right order. Right now they'll both wait until the missile is as close to the target as possible, which is the same point for both warheads (because they're in the same missile).
We would need a way to either delay the second warhead, or make the first go off prematurely (such as defining a stand-off distance, a "minimum range" at which the warhead will detonate immediately).
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Post by Dhan on Nov 5, 2016 13:14:48 GMT
Has anyone tried gun launching a payload that's just the EFP warhead with a flare at the end for fusing? Set the flare to detonate the warhead a second or two away from your ship to send the penetrator flying towards the enemy, basically a makeshift plasma cannon.
For it to work the gun needs to fire directly at the target since the EFP warhead essentially acts as a laser with how impossibly fast the projectile is sent. Guns usually fire the projectiles in an arc so the payload might need a tiny engine and fuel tank that fires for a second or so to get the payload oriented on target.
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Post by concretedonkey on Nov 5, 2016 13:18:26 GMT
Has anyone tried gun launching a payload that's just the EFP warhead with a flare at the end for fusing? Set the flare to detonate the warhead a second or two away from your ship to send the penetrator flying towards the enemy, basically a makeshift plasma cannon. For it to work the gun needs to fire directly at the target since the EFP warhead essentially acts as a laser with how impossibly fast the projectile is sent. Guns usually fire the projectiles in an arc so the payload might need a tiny engine and fuel tank that fires for a second or so to get the payload oriented on target. I tried it and couldn't hit anything after thousands of projecticles. My guess is that even with an engine the direction is not right.
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