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Post by David367th on Jan 1, 2017 17:11:25 GMT
Oh Tessfield, just a quick addition, if we could have the units for the intensities that would be fantastic.
EDIT: I'd use the github and put in a pull request if I had any idea what I was doing there.
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Post by tessfield on Jan 1, 2017 19:09:31 GMT
Oh Tessfield, just a quick addition, if we could have the units for the intensities that would be fantastic. EDIT: I'd use the github and put in a pull request if I had any idea what I was doing there. Oh. Good point. People don't know how to use GitHub. I'll add a link to some instructions soon. (Thanks!) I'll actually get rid of the intensities since all of them are literally moving the dot two digits to the left; although currently everything's standardized to MW / m2 if I remember correctly.
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Post by tessfield on Jan 1, 2017 20:35:00 GMT
Okay, I went for a simpler solution, google docs GitHub works, but you need to have an account and fork my repo and that's just way too much for anyone who's not used to using it. Thanks!
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Deleted
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Post by Deleted on Jan 1, 2017 21:35:51 GMT
Only 2 lasers have the correct Code Link, and all designs of David367th have something wrong, my game don't launch.
Loading Designs...Done in 27ms Loading User Designs...Assertion at Reflection\Serialization.cpp(153): 0 Error: EXCEPTION_BREAKPOINT 0 0x774a4882 DebugBreak Line Info Error 487 1 0x000f0971 DataParser::LoadSaveableFile \\mac\home\documents\code\cde\cde\common\dataparser.cpp(56) 2 0x00228100 <lambda_b885de7c1dc1678e84c8daf06b8d0ed3>::operator() \\mac\home\documents\code\cde\cde\logistic\metagame.cpp(136) 3 0x0022c910 Load<<lambda_b885de7c1dc1678e84c8daf06b8d0ed3> > \\mac\home\documents\code\cde\cde\common\framework.h(56) 4 0x00227c75 MetagameManager::LoadAll \\mac\home\documents\code\cde\cde\logistic\metagame.cpp(137) 5 0x000ffb33 GameManager::LoadAll \\mac\home\documents\code\cde\cde\common\gameplay.cpp(77) 6 0x0010311f Load<<lambda_743f4fe066c824f0dd90255ced836b0d> > \\mac\home\documents\code\cde\cde\common\framework.h(56) 7 0x000ffe6a GameManager::Tick \\mac\home\documents\code\cde\cde\common\gameplay.cpp(145) 8 0x001480a5 main \\mac\home\documents\code\cde\cde\common\main.cpp(397) 9 0x0048b9ff __tmainCRTStartup f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c(626) 10 0x769662c4 BaseThreadInitThunk Line Info Error 487 11 0x77af0fd9 RtlSubscribeWnfStateChangeNotification Line Info Error 487 12 0x77af0fa4 RtlSubscribeWnfStateChangeNotification Line Info Error 487
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Post by tessfield on Jan 1, 2017 21:53:41 GMT
@luriant Try replacing the spaces in the beginning of those lasers with tabs, I'll go ahead and update those links with ones of my own now though, thanks for pointing that out!
EDIT: @luriant, I tested the code from the other 4 lasers and they worked just fine on my end. I did change the link of the 8GW lasers with one that contains all of them for ease of use, though.
Try clicking on the RAW button, and copy pasting that into your user designs file instead. Let me know how that goes!
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Post by David367th on Jan 1, 2017 22:01:11 GMT
Looks like the indent on the Frequency Doubler is in the wrong position. The OpticRadius_m should be indented further inline with the OpticLength_m Actually a lot of the indenting is really far off in the RAW Paste Data, that might be causing a lot of issues. I copied the RAW Paste Data and got crashes trying to start the game. Final Edit: I got the fix with a free efficiency upgrade 3.66 -> 4.50 if the issue is the same with the Gratutious blue then it will be the same fix of changing the indentations. LaserModule 480 MW Nd:YAG Green Laser UsesCustomName false ArcLamp GasComposition Krypton EnvelopeComposition Fused Quartz PowerSupplied_W 4.8e+008 Radius_m 0.025 CavityWallComposition Silver CavityCoolantComposition Hydrogen CavitySemimajorAxis_m 1.59 CavitySemiminorAxis_m 1.5 GainMedium Nd:YAG OpticalNodes 6000000 LasingRodRadius_m 0.051 Mirror Composition Silver OutputCoupler Composition Fused Quartz CoolantTurbopump Composition Amorphous Carbon PumpRadius_m 0.63 RotationalSpeed_RPM 640 CoolantInletTemperature_K 1200 FrequencyDoubler NonlinearOptic Composition Silver Gallium Selenide OpticLength_m 0.018 OpticRadius_m 0.018 ApertureRadius_m 1.6 FocusingMirror Composition Silver Turret InnerRadius_m 3.4 ArmorComposition Aramid Fiber ArmorThickness_m 0.001 MomentumWheels Composition Polyethylene RotationalSpeed_RPM 740 EngagementRange_km 250 TargetsShips true TargetsShots true
Final final edit: the indentations in the Gratutious blue laser is wrong in the RAW Paste Data, it would be best to fix with the same format show above. Final edit the third: I got both fixes with convenient links to their own pastes. GreenBlueFinal edit the fourth, I gotta stop editing edition: I'm thinking qswitched may have changed the formatting on lasers with the last update, thats atleast one possibility.
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Post by The Astronomer on Jan 2, 2017 14:43:28 GMT
tessfield I think I pumped out 9.20 km/s exhaust velocity from my functional HD [hydrogen deuteride] engines. The max HD exhaust velocity I got, based off the limits, is 9.28 km/s.
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Post by caiaphas on Jan 3, 2017 2:46:18 GMT
Has anyone done any digging into coilgun dynamics yet? I'd like to see an independent confirmation of what I'm seeing here.
So for high-power, hundreds of MW to 1 GW coilguns firing light rounds in the range of tens of grams, amorphous carbon seems to be king; I'm easily hitting muzzle velocities around 25 km/s with even without optimization. Go down an order of magnitude or so in power input (100 MW or less) and start launching rounds/payloads in the ten-kilo range or greater and vanadium chromium steel's (and/or ferritic stainless steel, still getting mixed results from that) vastly superior yield strength makes it easier to build a coilgun shorter than 50 meters long. I've also built some decent coilguns with zirconium copper, but I think that VCS is better than it in most regards.
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Post by caiaphas on Jan 4, 2017 1:02:02 GMT
I have started cataloguing the critical intensities (laser intensity above which more intensity in a single laser results in no more increase in ablation rate) and maximum ablation rates of various materials, under the assumption that the game ignores heat of vaporisation/decomposition (which seems reasonable, as they would likely be otherwise noted for armour materials) and that it has 0 K as the ambient temperature. docs.google.com/spreadsheets/d/1e_DPOISz5ibFHV0d7khJXA_NV-OssKRC83x5Et1D918/edit?usp=sharingJust a note for your testing procedure; I've found that if you give the enemy ship just a little bit of dV and an engine (I use a custom minimized propellant tank for mine) it'll automatically be pointing head-on towards you when the tactical screen loads. Helps tremendously with consistency when I'm testing my own weapons systems.
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Post by David367th on Jan 4, 2017 1:35:19 GMT
I have started cataloguing the critical intensities (laser intensity above which more intensity in a single laser results in no more increase in ablation rate) and maximum ablation rates of various materials, under the assumption that the game ignores heat of vaporisation/decomposition (which seems reasonable, as they would likely be otherwise noted for armour materials) and that it has 0 K as the ambient temperature. docs.google.com/spreadsheets/d/1e_DPOISz5ibFHV0d7khJXA_NV-OssKRC83x5Et1D918/edit?usp=sharingJust a note for your testing procedure; I've found that if you give the enemy ship just a little bit of dV and an engine (I use a custom minimized propellant tank for mine) it'll automatically be pointing head-on towards you when the tactical screen loads. Helps tremendously with consistency when I'm testing my own weapons systems. The one problem with that however is there is a velocity. The faster, the less time it takes to increase laser intensity. Only a problem if the intensity is under the critical however.
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Post by caiaphas on Jan 4, 2017 1:40:03 GMT
Just a note for your testing procedure; I've found that if you give the enemy ship just a little bit of dV and an engine (I use a custom minimized propellant tank for mine) it'll automatically be pointing head-on towards you when the tactical screen loads. Helps tremendously with consistency when I'm testing my own weapons systems. The one problem with that however is there is a velocity. The faster, the less time it takes to increase laser intensity. Only a problem if the intensity is under the critical however. Not if the propellant tank in question only has a 100 grams of propellant, and if you're using one of the horribly inefficient stock MPD designs. Acceleration is way too small for it to do anything noticeable in the timescales they're testing on.
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Post by David367th on Jan 4, 2017 1:44:14 GMT
The one problem with that however is there is a velocity. The faster, the less time it takes to increase laser intensity. Only a problem if the intensity is under the critical however. Not if the propellant tank in question only has a 100 grams of propellant, and if you're using one of the horribly inefficient stock MPD designs. Acceleration is way too small for it to do anything noticeable in the timescales they're testing on. I suppose, but then there could be a roll or yaw left over when delta-v is 0 and there is still a minor velocity in order to get encounter. I'm not saying the velocity can't be negligible, but it's still there.
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Post by caiaphas on Jan 4, 2017 1:46:57 GMT
Not if the propellant tank in question only has a 100 grams of propellant, and if you're using one of the horribly inefficient stock MPD designs. Acceleration is way too small for it to do anything noticeable in the timescales they're testing on. I suppose, but then there could be a roll or yaw left over when delta-v is 0 and there is still a minor velocity in order to get encounter. I'm not saying the velocity can't be negligible, but it's still there. ...balls, hadn't considered that. Good point, thanks.
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Post by Deleted on Jan 4, 2017 23:07:51 GMT
@luriant Try replacing the spaces in the beginning of those lasers with tabs, I'll go ahead and update those links with ones of my own now though, thanks for pointing that out! EDIT: @luriant , I tested the code from the other 4 lasers and they worked just fine on my end. I did change the link of the 8GW lasers with one that contains all of them for ease of use, though. Try clicking on the RAW button, and copy pasting that into your user designs file instead. Let me know how that goes! Laser with problems David367th 5.56t 130kc David367th 17t 533kc No problem with the Cheap/Regular Infra/Green/Ultra I don't know why David367th have double and triple tab in the rawpaste, when amimai only have 3 lines with double tabs, or David367th MomentumWheels and Amimai ReactionWheels.
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Post by David367th on Jan 4, 2017 23:20:13 GMT
@luriant Try replacing the spaces in the beginning of those lasers with tabs, I'll go ahead and update those links with ones of my own now though, thanks for pointing that out! EDIT: @luriant , I tested the code from the other 4 lasers and they worked just fine on my end. I did change the link of the 8GW lasers with one that contains all of them for ease of use, though. Try clicking on the RAW button, and copy pasting that into your user designs file instead. Let me know how that goes! Laser with problems David367th 5.56t 130kc David367th 17t 533kc No problem with the Cheap/Regular Infra/Green/Ultra I don't know why David367th have double and triple tab in the rawpaste, when amimai only have 3 lines with double tabs, or David367th MomentumWheels and Amimai ReactionWheels. It's older code is why, I posted the fixes above this post and below this sentence. Looks like the indent on the Frequency Doubler is in the wrong position. The OpticRadius_m should be indented further inline with the OpticLength_m Actually a lot of the indenting is really far off in the RAW Paste Data, that might be causing a lot of issues. I copied the RAW Paste Data and got crashes trying to start the game. Final Edit: I got the fix with a free efficiency upgrade 3.66 -> 4.50 if the issue is the same with the Gratutious blue then it will be the same fix of changing the indentations. LaserModule 480 MW Nd:YAG Green Laser UsesCustomName false ArcLamp GasComposition Krypton EnvelopeComposition Fused Quartz PowerSupplied_W 4.8e+008 Radius_m 0.025 CavityWallComposition Silver CavityCoolantComposition Hydrogen CavitySemimajorAxis_m 1.59 CavitySemiminorAxis_m 1.5 GainMedium Nd:YAG OpticalNodes 6000000 LasingRodRadius_m 0.051 Mirror Composition Silver OutputCoupler Composition Fused Quartz CoolantTurbopump Composition Amorphous Carbon PumpRadius_m 0.63 RotationalSpeed_RPM 640 CoolantInletTemperature_K 1200 FrequencyDoubler NonlinearOptic Composition Silver Gallium Selenide OpticLength_m 0.018 OpticRadius_m 0.018 ApertureRadius_m 1.6 FocusingMirror Composition Silver Turret InnerRadius_m 3.4 ArmorComposition Aramid Fiber ArmorThickness_m 0.001 MomentumWheels Composition Polyethylene RotationalSpeed_RPM 740 EngagementRange_km 250 TargetsShips true TargetsShots true
Final final edit: the indentations in the Gratutious blue laser is wrong in the RAW Paste Data, it would be best to fix with the same format show above. Final edit the third: I got both fixes with convenient links to their own pastes. GreenBlueFinal edit the fourth, I gotta stop editing edition: I'm thinking qswitched may have changed the formatting on lasers with the last update, thats atleast one possibility. EDIT: Replacing MomentumWheels with ReactionWheels and vice versa caused no issues.
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