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Post by lieste on Nov 5, 2016 17:03:23 GMT
According to the pages referred in game, the maximum efficiency of the rail gun is approximately 50% - half of the electromagnetic work is applied to the rails, and half to the projectile. Doubling the kinetic energy of the gun and dividing the input power (less turret, reloader power requirements) by this value gives an upper limit to the rate of fire that is much lower than those suggested by the reload and cooling times (also the cooling times to dump the same energy as provided to each projectile seem lowish?) 3mm 3.1 rps, rather than 18.6 rps (5.97 times) 11mm and 8mm have adequate power for this naive comparison, even if other aspects of design may not be feasible (I still wonder about the heating and damage issue, especially since current tech has single digit lifetimes between servicing/rail replacement on single shots). In the absence of any posted efficiency cap suggestion, I will assume 50% efficiency (as here: coil gun stuff) and no use during the firing cycle for any other function for coilguns - here the limits are clearly violated. 200kw 0.65 rps, rather than 22 rps (33.7 times) 1MW 0.0047 rps, rather than 2.08 rps (441 times) 13MW 0.049 rps, rather than 7.68 rps (156 times) 13MW 0.235 rps, rather than 13.48 rps (57 times) I've seen one figure that suggests a maximum of around 90% may be possible, but that would only give just under double the rates of fire listed above.
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Post by leerooooooy on Nov 6, 2016 21:26:57 GMT
It's a known issue, dev said it's on the todo list IIRC
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