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Post by themohawkninja on Nov 16, 2016 4:01:41 GMT
Okay, it seems like that it's really hard to get EFP, NEFP or any kind of explosive propelled warhead. I tried to not use the augmented propagation and switched to the normal one and increased the damping factor but the missiles just kept fumbling to its side at the last second. Though I did managed to get some good hit from the missile at a much higher chance than using augmented propagation, but does anyone has better control module scheme for EFP missile? Have you toyed with the accelerate checkbox in the remote control module editor?
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Post by dragonkid11 on Nov 16, 2016 4:10:52 GMT
Accelerate checkbox?
Oh
Ohhhhhh
I will check that later, didn't know you can turn that off.
EDIT:
Okay, so my missiles no longer fumble on impact.
Except they deviate off so much that they will only hit at a 1% chance.
*sighs*
Programming EFP is going to give me headache...
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Post by dragonkid11 on Nov 18, 2016 12:34:41 GMT
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. I used something similar once with conventional bombs to interesting effect... I stacked thin disk frag charges of potassium in a missile and detonated them at 1km, had about 50% hit rate with this design at that range but it negated in strange ways where it would leave massive holes 10-20m diameter in thick armour or leave giant slashes across a ships hull as if they were hit by the sword of an angry god... also it was laggy as hell. *snips* old missile : i.imgur.com/23eP4hA.png?2that is 25 stacks of 10x1kg shrapnel charges, and that ship was hit by the charges detonating at 1km range... there is no spread at all, the projectiles simply cut the target in half like some kind of laser but this may be an issue of the physics engine just giving up and making hissing noises because no-one expected you to put a stack of 20+ warheads one on pot of another *snips* and this: was done by a single missile with 40 stacks of 200x50g potassium charges (I have hence renamed the missiles "Claws of GOD" you can clearly see the "normal" dispersion pattern warping and that ate through 50cm of BGB-CD armour... that stuff is nigh impregnable if I was using single charges of 2000x50g it wouldn't even scratch the paint *snips* through the process of miniaturisation and optimisation I have created this! it uses 60 stack of potassium(low fragmentation) 2x1kg frag charges and even a single missile on target is very well capable of cutting a ship in half. Detonate at 800m+ ranges, the closer it is the worse the effect, also expect lag, this thing causes it So, sorry for double post, but I tried the same design principle on a much smaller scale. They caused this. All I did was replacing the 10 kg flak with 10 stacks of 1kg flak on my 26kg missiles, and 10 of them can cut a ship in more easily than my kinetic kill dense radiator missile. Either this is some kind of bugs, or that it's just plain easily to rip ships apart with heavier fragments.
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Post by dwwolf on Nov 18, 2016 14:14:12 GMT
It really depends on how big the fragments are. In theory the massive frags should gain almost no dV from the miniscule explosive charges. And thats what you are seeing.
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Post by bdcarrillo on Nov 18, 2016 15:16:33 GMT
You can make a boron "efp" with a very long range by using a tiny charge.
I have one 25gram design with a 1km standoff, with 8kms dv from it's parent missile
I did find that you have to make it as a flak bomb (basically one piece of frag) for the resulting projectile to persist in game.
Even the same amount of explosive with a boron radiation shield on top won't persist.
Heavier projectiles deviate less. I have a test rig with an 8km standoff for a several kilo chunk of frag that works pretty well.
The math may not work out in favor of my 25 gram prototype... 25 grams at 8 kms or a 1.6kg KKV missile at 8 kms. The standoff range doesn't really buy any advantage
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Post by shurugal on Dec 18, 2016 19:00:46 GMT
Okay, it seems like that it's really hard to get EFP, NEFP or any kind of explosive propelled warhead. I tried to not use the augmented propagation and switched to the normal one and increased the damping factor but the missiles just kept fumbling to its side at the last second. Though I did managed to get some good hit from the missile at a much higher chance than using augmented propagation, but does anyone has better control module scheme for EFP missile? Your hydrocoptic marzelvanes are improperly fitted to the ambifacient lunar wayneshaft. Resolving this will effectively prevent side fumbling.
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Post by spacechicken on Dec 20, 2016 2:28:27 GMT
Have we established that Nuke-EFPs are actually a thing? Or are we just making expensive Flak? Plus, the uranium core of the bomb is a pretty good penetrator if it doesn't go off. Do the physics of the game actually accelerate the slug?
OK,enough of that: If this works, couldn't you put a second disc between the nuke and the slug to act as an expansion medium? for example a slab of polyethylene? Radiation flux flashes it to plasma and pushes your slug.
Tellar ulam (sp?) bombs use polystyrene (i think) which get hit with so much X-rays that it flashes to a plasma and implodes the second stage.
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Post by Durandal on Dec 20, 2016 2:37:58 GMT
Have we established that Nuke-EFPs are actually a thing? Or are we just making expensive Flak? Plus, the uranium core of the bomb is a pretty good penetrator if it doesn't go off. Do the physics of the game actually accelerate the slug? OK,enough of that: If this works, couldn't you put a second disc between the nuke and the slug to act as an expansion medium? for example a slab of polyethylene? Radiation flux flashes it to plasma and pushes your slug. Tellar ulam (sp?) bombs use polystyrene (i think) which get hit with so much X-rays that it flashes to a plasma and implodes the second stage. Tried it a long time ago. Never got any results. No results with polyethylene or any other material. Also failed to get any results from a psuedo-Orion. I used a range of >1 ton to 2 Mt nukes, fired in rapid sequences, at various lengths against a tungston and s-gel set of radshields with not noticible acceleration.
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Post by shurugal on Dec 20, 2016 4:22:31 GMT
Have we established that Nuke-EFPs are actually a thing? Or are we just making expensive Flak? Plus, the uranium core of the bomb is a pretty good penetrator if it doesn't go off. Do the physics of the game actually accelerate the slug? OK,enough of that: If this works, couldn't you put a second disc between the nuke and the slug to act as an expansion medium? for example a slab of polyethylene? Radiation flux flashes it to plasma and pushes your slug. Tellar ulam (sp?) bombs use polystyrene (i think) which get hit with so much X-rays that it flashes to a plasma and implodes the second stage. More specifically, TU bombs use polystyrene to capture and re-emit X-rays into the fusion stage. This allows X-rays which would otherwise be wasted to be focused into the secondary from all sides. TU design is not explosive compression or even plasma compression, it is radiation compression that allows it to work.
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