Deleted
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Post by Deleted on Jan 4, 2017 23:32:54 GMT
Thx, I was deleting the duplicate designs, and i confuse the new design with the old.
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Post by zuthal on Jan 5, 2017 1:33:37 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 test target that I put as the one to be used in the doc actually has an engine, and propellant - so it will start out always pointing right at you.
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Post by Rocket Witch on Jan 5, 2017 16:54:31 GMT
It would be nice to have some guidelines on the general dimensions and materials of a good linear induction motor... you know, the missile launcher things. An ideal design paradigm optimised for mass, and another for cost, let's say. With everyone spamming micromissiles and drones it would be nice to know what y'all are using to drop them off the sides of the capital ships as it seems a bit of an awkward module to try to optimise. Ideally I'd like something rapid fire (~150-333ms) with a launch velocity of at least 100m/s to emulate missile cell batteries without it being an actual row of missile-launching guns, since I still want the "launch 5" type controls.
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Post by tessfield on Jan 6, 2017 2:08:02 GMT
I like that idea @string Witch ... I've no idea how to "@" someone with a space in their name Rocket Witch (for the curious, you ignore the space) I've found that you can't really get much out of it, personally. Trying to push the speed through stator depth/length results in diminishing returns very quickly. I tend to go with iron/iron for cheapness, sodium as always for the coolant, and play with the forcer radius to either get the most ideal sweet spot (shooty speed) or the smallest sweet spot (cooldown) without cracking the forcer. You really can't shoot large things very quickly with these, you need a small forcer (and thus a small payload) in order to get a rapid firing solution. For one offs I try to go with lithium everything, pmuch. Does anybody have any other experiences? I will remember to add this to the OP after some discussion to make sure I ain't adding my useless nonsense.
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Post by Rocket Witch on Jan 6, 2017 2:47:24 GMT
So far... Aluminium nickel cobalt seems to be the most effective, while iron is less than half as costly with most of the effect but heavier. Other materials seem to simply work less well in this application, but maybe they work better with a particular device shape or something.
Keeping track length and stator depth equal might avoid diminishing returns to minimise mass for velocity.
As with all magnetic accelerators, zirconium copper is the fastest, but since these devices aren't stressed like gun barrels regular copper is very much viable and around 75% cheaper.
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Post by David367th on Jan 6, 2017 3:04:41 GMT
So far... Aluminium nickel cobalt seems to be the most effective, while iron is less than half as costly with most of the effect but heavier. Other materials seem to simply work less well in this application, but maybe they work better with a particular device shape or something. Keeping track length and stator depth equal might avoid diminishing returns to minimise mass for velocity. As with all magnetic accelerators, zirconium copper is the fastest, but since these devices aren't stressed like gun barrels regular copper is very much viable and around 75% cheaper. I see the same here, and sodium as coolant I believe. Don't use attached ammo, it carries whatever you use as armor, so you can make seperated with graphite gel.
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Post by newageofpower on Jan 6, 2017 5:49:12 GMT
Using attached ammo bays is the only way to get radial storage of whever your launching, though.
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Post by David367th on Jan 6, 2017 6:05:17 GMT
That is true, but it's usually heavier.
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Post by dragonkid11 on Jan 6, 2017 6:40:25 GMT
You could always lighten the weight of the launcher by reducing the armor.
My doctrine is that if you are getting lasered at your launcher, you are doing the job of a carrier wrong.
EDIT:
Though I'm slightly annoyed that you can't use silica gel or graphite gel to armor launcher. Just so you could have lighter weight material than lithium to cover the launcher.
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Post by Enderminion on Jan 6, 2017 19:32:22 GMT
I used CO2 in an NTR and managed to get 6 extra MN of thrust out of the methane engine I was using at the cost of exhaust velocity, i would have used radon but that needs engines designed to run at higher temps then mine. (I have no idea on how to post designs so don't ask, or help me, either works)
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Post by David367th on Jan 6, 2017 19:48:24 GMT
I used CO2 in an NTR and managed to get 6 extra MN of thrust out of the methane engine I was using at the cost of exhaust velocity, i would have used radon but that needs engines designed to run at higher temps then mine. (I have no idea on how to post designs so don't ask, or help me, either works) You need to find a folder called CDE somewhere in your User/AppData/Roaming folder. In there there will be a file called UserDesigns.txt Literally everything you put together will be there, modules and ships. Ctrl+F and search for the name you're looking for because it is quite an unorganized mess. Then you can copy/paste it here. I think if you use the code tool it keeps the formatting, which is necessary or it will crash anyone's games if not formatted properly.
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Post by theholyinquisition on Jan 9, 2017 0:31:18 GMT
Is there a reason no one has gotten around to adding more coilgun info? I'd love to know if the "peaks" the railgun displays have an equivalent.
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Post by tessfield on Jan 9, 2017 2:03:18 GMT
theholyinquisition: mostly that no one has submitted any. Railguns and Coilguns are kinda laggy for me to design (specially coilguns, too many turns and layers hangs the game) so I never bothered to do much research into them. Feel free to research!
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Post by dragonkid11 on Jan 9, 2017 3:02:16 GMT
Railgun and Coilgun are just, incredibly situational.
For laser, you can just pump in more power and increase the aperture after you got everything right.
Railgun is almost on the same logic, but they can only shoot light weight projectile as they get WAY heavier when firing heavy projectile.
Coilgun is... just plain difficult to design.
But we could suggest good barrel material for making railgun and coilgun.
Like both railgun and coilgun can use zirconium copper and vanadium something steel.
While calcium railgun is perfectly possible for incredibly light weight railgun design.
While apparently some people has designed coilgun made out of amorphous carbon and...potassium out of all thing.
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Deleted
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Post by Deleted on Jan 10, 2017 23:55:07 GMT
Question about the MPD propellants chart.
What is the SQRT column? I don't understand the math and utility.
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