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Post by dragonkid11 on Jan 25, 2018 9:30:45 GMT
I doubt that the battletech gauss rifle shots 50kg slugs with 100MJ of KE. The 50kg thing comes from not being able to imagine enough mass going into ammo handling and structure and such to justify only 8 per ton for anything much smaller than that. The 2km/s comes from a piece of fluff saying it launches shells at mach 6, which is just a hair over 2km/s. The rest is physics. If you think that's high, remember that it is after all a very bullshit soft-scifi/space-fantasy setting with poorly thought out technology and inconsistent lore. If you think that's low, you're probably right in-universe given the ammo storage mass issue and the speeds needed to account for its supposed space performance, but I wanted the lower end of plausible so that there was even a chance. This is from the same universe where the structural frame of most land based warmachines and space or air fighters weighs only 10% of the total weight of the warmachines. Which in real life, accounts for nearly half the weight of modern battle tank. The battlemech internal structure also accounted weight for the actuators, sensors, and other miscellaneous things that isn't tied to the fusion reactor, so it's even more ridiculously light. And all weapon systems in game weighed that heavily (Autocannon-2 which can goes from 20mm to 50mm weighed 6 tons) because they also included ammo feed, aiming system and such. So the ammo feed issue problem isn't in the ammo bin weight, which could have been made from ultra light titanium alloy that all structural frames for all warmachines are made out of so they can fit as much ammo in as possible.
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Post by dragonkid11 on Jan 22, 2018 15:20:48 GMT
Battletech gauss rifle is fucking magic as far as what we can do with CoaDE coilgun system.
2 kmps? Make that at least 60. In space range, the guass rifle can reach to 360 kilometer at its max range in space.
Yeah a space turn takes a whole minute, but I think at this point we know how inaccurate a unguided projectile can be after just travelling for several seconds.
A 15 ton weapon capable of propelling a 125 kilogram slug at almost 60 kmps in space, BT guass rifle is fucking bullshit.
EDIT:
Honestly, considering the sheer range difference in ground, air and space, it's probably that aside from the magical ECM that BTverse is saturated in, large scale weapon works different when dealing with atmospheric pressure.
The ground range is still honestly stupid short though.
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Post by dragonkid11 on Jan 16, 2018 10:29:10 GMT
So I took another look at dumbfire rockets and wondered... Well, the hit chance of dumbfire rockets are low because of the notorious inaccurary of spinal weapon aiming. But then missiles go comepletely inaccurate when enemies throw out flare and renders them useless. So whatever, let's make giant dumbfire missile and hope it works. The result is pretty... ...Trash. Because... 1. The giant dumbfire rockets are so large that the aiming system I used for my rocket drone ended up SHOOTING IT DOWN. 2. The giant dumbfire rockets ended crashing with each other and promptly destroyed themselves for some magical reasons. 3. This thing won't even work in the first place because I forgot that the fuse only trigger engine and not, well, the cluster submunition release of the rocket. So this entire project is practically useless..... Fuck, I really want this to work but without even the most basic aiming system, dumbfire rockets are near impossible to use. But then again, I can't really figure out how to prevent flare from making even my most advanced missile from going haywire so..... BALLISTIC WINS!
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Post by dragonkid11 on Jan 13, 2018 12:59:30 GMT
The munitions aren't as evenly spread as in jtyotjotjipaefvi's missile, so instead of concentric circles you get these hexagonal gashes. Not as aesthetically pleasing, but still pretty deadly. The design uses 10*50g and 10*100g submunitions which are fired 1 km from the target for a relatively tight and even spread, though the 10*100g submunitions have a tendency to over-penetrate. The missile is generally pretty overpowered against smaller ships, often cutting them into pieces. One thing to note is that the missile often manages to hit even after being disabled before it can deploy its munitions, sometimes killing the ship (though in one test with my custom 500 ton gunboat, the ship managed to survive getting hit by three disabled missiles with barely any damage. I then sent a 20-missile salvo that vaporized it. In another test, the gunboat managed to dodge the entire salvo by whipping its tail around). So overall, these things are way better than regular flak missiles. So overall, fuses are a pretty great addition What are the sub-munitions like? Do they simply explode after a set time or do they go off based on proximity to the target? I ask this because I was similarly inspired by jtyo's design, but my sub-munitions don't seem to explode at all. After running test with my own cluster missile design, I would suggest putting fuse on those sub-minitions even if they explode after impact just so the leftover won't lag out your game and computer. Considering my missile will be at top velocity upon impact, I picked a release point from 1 kilometer to less with fuse time of 0.2 to 0.1 seconds just to test the water. The result is pretty and surprisingly effective for its size.
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Post by dragonkid11 on Dec 28, 2017 6:34:09 GMT
The material cost is based on solar abundance and manufacturing difficulty if the material is a compound or nano material.
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Post by dragonkid11 on Dec 23, 2017 0:28:50 GMT
Wait, you can make fuel tank weighs less than 100 G now or it's just modifying the limit?
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Post by dragonkid11 on Dec 22, 2017 15:10:25 GMT
Well, tried out some dumb-fire rocket in my drones anddd the results are
Would honestly be more spectacular if the game isn't running 1 frame per second from the sheer amount of rockets.
I pretty much need multiple times more rockets than missile in mass just to get somewhere with the damage.
However, against stock ship with flare, missiles are wildly inaccurate no matter how I tweak it so dumb-fire rocket would work well against them.
Would honestly work better with conventional cannon but sometimes you just want to fire loads of rockets.
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Post by dragonkid11 on Dec 22, 2017 14:20:09 GMT
Well, this is interesting. So I was testing out my slightly tweaked missile gun drone ad the Corvette managed to use the magically accurate sniper cannon to knockout my drone by shooting it right down the barrel. Except it didn't quite accomplish that. The explosive magazine did exploded in the drone, but the drone somehow remains intact from the explosion that destroyed the internal fuel tank and the reactor. But the drone is still intact and functional because it has external mounted fuel tank (That is red hot from the explosion but survived because Vanadium steel is stupid good).
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Post by dragonkid11 on Dec 22, 2017 4:15:38 GMT
I think that at some points of playing game, instead of killing giant capital ships s efficiently as possible, you just want to kill things with as much style as possible while still being somewhat effective.
That missile design get a 10/10 on style from me for literally making a target from targeting the warship with missiles.
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Post by dragonkid11 on Dec 21, 2017 16:09:13 GMT
Finally made a dumb-fire rocket drone. It's not something that's very impressive but it sorta work even if the micro missiles are weak enough that several barrages (90 per drone) are needed to destroy the enemies.
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Post by dragonkid11 on Dec 21, 2017 9:39:23 GMT
Oh yeah, one question since I'm still deleting so many garbages.
Does fuse works with nuke?
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Post by dragonkid11 on Dec 21, 2017 9:35:58 GMT
Actually, it's kinda similar to how Onto aimed its 6 recoilless cannons with 6 .50 cal aiming gun for trajectory guesstimating. en.wikipedia.org/wiki/M50_OntosSometimes, history repeats, sometimes it also repeats awesomely!
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Post by dragonkid11 on Dec 20, 2017 13:53:37 GMT
I am REALLY getting so much loading time issue just in deleting all my redundant modules even after turning animation and shadow off.
Maybe I should just start fresh besides some essential modules and ship design to carry onward.
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Post by dragonkid11 on Dec 20, 2017 5:19:04 GMT
You would think they will try to shoot down explosive projectiles with laser in the first place.
But it could be useful in distracting enemy from shooting laser at you with decoy projectile.
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Post by dragonkid11 on Dec 20, 2017 1:35:15 GMT
The shadow option certainly caused a lot of loading time when I tried to delete lots of old redundant stuff I have.
But it looks real nice in combat.
Still struggling to delete a lot of my modules though, I might try to turn off animation to make it load faster each time I delete redundant part or so.
Might try inventing some new side way armored ship again with the new armor option, the Sentinel looks so bloody cool with its angular armor.
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