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Post by The Astronomer on Jan 13, 2017 5:05:09 GMT
*sigh* Lawson, Amimai, erik have participated in ship competitions. Thorneel and Deskjester have published only components, IIRC. Okay, I guess I will let them lawson amimai erik thorneel deskjetser tessfield name their own company.
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Post by Enderminion on Jan 13, 2017 12:44:49 GMT
IF anyone needs (probley bad) coilguns I have a couple of them ready to go
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Post by tukuro on Jan 13, 2017 19:26:05 GMT
Okay, now we have newageofpower Altarris Heavy Industries (aka New Age Industries), apophys Apophys Electrics and jasonvance Jasonvance Inc. Who's the next? EDIT 1 - tukuro Tukuro's Body Shop and Spaceship Accessories (I'd wait for themselves to confirm this) Sounds good to me. Once I've finished my figureheads I'll upload them. I'm also planning on adding a few paint materials (Various shades of blue, green, orange, red and purple).
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Post by tukuro on Jan 13, 2017 20:47:00 GMT
I also have a coilgun to contribute. CoilgunModule 140 MW 28mm Coilgun UsesCustomName true PowerConsumption_W 1.4e+008 Coil Composition Amorphous Carbon WireRadius_m 0.044 NumberOfTurns 5 NumberOfLayers 1 NumberOfStages 18 BarrelArmorThickness_m 0 Armature Composition Magnetic Metal Glass BoreRadius_m 0.014 Mass_kg 0.001 Tracer Gallium Nitride Payload null Loader PowerConsumption_W 21600 Turret InnerRadius_m 0.62 ArmorComposition Nitrile Rubber ArmorThickness_m 0.03 MomentumWheels Composition Magnesium RotationalSpeed_RPM 12000 TargetsShips true TargetsShots true
37.4 km/s for 18kc isn't bad. 1/3rd of which is Nitrile Rubber.
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Post by bluuetechnic on Jan 13, 2017 21:33:34 GMT
Okay, now we have newageofpower Altarris Heavy Industries (aka New Age Industries), apophys Apophys Electrics and jasonvance Jasonvance Inc. Who's the next? EDIT 1 - tukuro Tukuro's Body Shop and Spaceship Accessories (I'd wait for themselves to confirm this) Hah. I remember a couple months back when I went everywhere trying as hard as I could to get people to make companies like this. If you look a few pages back, you'll find an old thread called ARC or AEON or something. It was the first like it here, and my last thread before school completely took over my life. Anyways, glad to see people doing this now, and I look forwards to at least a partial return.
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Post by The Astronomer on Jan 14, 2017 2:21:02 GMT
Okay, now we have newageofpower Altarris Heavy Industries (aka New Age Industries), apophys Apophys Electrics and jasonvance Jasonvance Inc. Who's the next? EDIT 1 - tukuro Tukuro's Body Shop and Spaceship Accessories (I'd wait for themselves to confirm this) Hah. I remember a couple months back when I went everywhere trying as hard as I could to get people to make companies like this. If you look a few pages back, you'll find an old thread called ARC or AEON or something. It was the first like it here, and my last thread before school completely took over my life. Anyways, glad to see people doing this now, and I look forwards to at least a partial return. I'm working on a full game pack featuring people's companies. I can remember AEON now. Thanks!
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Post by thorneel on Jan 14, 2017 14:29:42 GMT
*sigh* Lawson, Amimai, erik have participated in ship competitions. Thorneel and Deskjester have published only components, IIRC. Okay, I guess I will let them lawson amimai erik thorneel deskjetser tessfield name their own company. Heh, why not? Let's go for Thorneel Technologies, if it is still up
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Post by The Astronomer on Jan 14, 2017 15:28:50 GMT
Heh, why not? Let's go for Thorneel Technologies, if it is still up newageofpower mentioned 'Thorneel Propulsion Laboratories' in my thread. I suppose that is a part of Thorneel Technologies. Thanks for the submission.
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Post by Enderminion on Jan 15, 2017 0:44:08 GMT
For railguns Sliver is better then Zirconium Copper in conductivity and also has a lower resistivity, it is however weaker meaning you need more of it, also the rail and armature materials have the same requirements so Z-copper and Sliver work very well for them. (Sliver is also better if the enemy spaceships are WhereWolves)
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Post by apophys on Jan 15, 2017 0:55:27 GMT
With coilguns, higher density barrel materials result in higher accuracy.
For example, molybdenum can be easily made to replace AlCuLi where higher accuracy is desired. (I'm starting to really like molybdenum for this reason).
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Post by Enderminion on Jan 15, 2017 1:24:51 GMT
going to point out, is it even possible for a railgun to be a the shape they are in game because they work by using the shot to bridge the gap between 2 or more rails and they look like they are made out of a big gun barrel.
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Post by caiaphas on Jan 15, 2017 7:09:20 GMT
Oh, yeah, for the critical laser intensity needed to start ablating things away, there's a line called "LasingDamageThreshold_TW__m2" in the material if you can us it as armor; should speed along that effort.
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rosso
New Member
Posts: 3
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Post by rosso on Jan 15, 2017 21:01:28 GMT
I'm relatively new to module design, are there any pointers for such? So far I'm finding that reactor design can be the most frustrating (I don't even know how OP got 300MN@5km DV..)
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Post by jasonvance on Jan 15, 2017 21:24:24 GMT
I'm relatively new to module design, are there any pointers for such? So far I'm finding that reactor design can be the most frustrating (I don't even know how OP got 300MN@5km DV..) I think the best advice I can give for getting into it is to start from a stable point (like a default reactor or thruster) and slowly fiddle with things and see which directions stuff goes in. Once you kind of know how everything relates to the other stats you can start trying to optimize for something in particular. A lot of modules can be broken up into smaller parts that are more or less independent of each other to make it a little easier. Just to use nuclear reactors as an example: The reactor part is independent of the cooling system and thermocoupler so they can be designed and optimized completely isolated from each other. The reactor part generates the heat and the coolant loop / thermocoupler deals with the heat that was generated and leeches the power off of it. But any reactor side design that generates 300MW of heat is the same as far as the coolant / thermocoupler side is concerned. Now that the things are broken up you essentially have 2 simple systems to optimize (reactor and extractor) For fiddling with the reactor there is only really 1 goal: Get as much power to meet the amount of total heat generated out of as little fuel as possible without burning the reactor out too quickly (you get an error for it if it is burning to fast). This all comes down to stabilizing the criticality of the reactor (that band in the middle between super and sub critical). Reactor dimensions, fuel amount, fuel enrichment, coolant type (should probably just use sodium here 99% of the time for the better cooling efficiency later), and moderator will all impact the location of the criticality zone. Control rods will increase the size of the band. After you have the reactor generating the heat you need to leech from it is time to get the thermocoupler and coolants to stop the thing from melting and breaking. Pretty much every thing does the same thing here so it is more about balancing the 3 parts to the coolant loop. Increasing the size of and RPM of either turbo pump will cool things down more at the cost of credits and mass, increasing the size of the thermocoupler will cool things down as well at the cost of more mass and cost. Turbo pumps also take energy to spin so they will cut into your total power output so keep an eye on that to make sure you aren't losing significant portions.
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rosso
New Member
Posts: 3
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Post by rosso on Jan 15, 2017 21:49:23 GMT
To clarify, where should I be keeping that band? Just short of supercriticality without burning through all the fuel?
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