aiyel
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Post by aiyel on May 30, 2017 20:59:17 GMT
Interceptor missiles can also be intercepted. And so can interceptor-interceptor missiles. This line of reasoning won't go anywhere. A 5TT nuke is going to be absurdly large anyway, so it's not like defending it with its own decoy launchers, point defense lasers and autocannons isn't reasonable. (for a given value of reasonable) Is not so much a missile as it is a very large drone that just happens to be a continent-killer nuke
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aiyel
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Posts: 83
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Post by aiyel on May 27, 2017 23:13:22 GMT
Really, really powerful warheads. It's a bit hard to decoy a 5TT nuke far enough to matter
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aiyel
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Posts: 83
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Post by aiyel on Mar 17, 2017 2:57:04 GMT
WHen is the new version going to be out on mac? It's already out and has been from its release. Ah. Steam reboot fixed the issue. How strange. Had it working just fine on PC, but couldn't get it to work on my mac until now.
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aiyel
Junior Member
Posts: 83
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Post by aiyel on Mar 16, 2017 16:33:31 GMT
WHen is the new version going to be out on mac?
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aiyel
Junior Member
Posts: 83
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Post by aiyel on Mar 4, 2017 19:23:19 GMT
I've modified the 3mm sniper coilgun into something with much better stats, but in ship design there is no option to provide it with its own radiators, and it fires one shot in tactical, overheats, and sits idle the rest of the match.
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aiyel
Junior Member
Posts: 83
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Post by aiyel on Nov 10, 2016 15:14:38 GMT
One key thing I discovered was that the homing success depends heavily on the missile cg and engine gimbal. I had many missiles tumble around at mid or terminal phases until fine tuning the missile itself. It seems like the remote control constantly overcompensates, regardless of settings. That's where I had to physically limit the missiles ability to respond. I had a tough time figuring out the dampening... Wildly different ratios didn't seem to make obvious differences. I did some reading on the homing techniques, which helped me figure out the different strategies. An in-game tooltip blurb would be good. IIRC most guided weapons tend towards this - the control surfaces (gimbals for us) are either neutral, or all out in one direction or the other, meaning the bomb isn't really "on target" except on average over time (and hopefully when it detonates/impacts, since being on target on average over time means it won't e far enough off target then to miss). It's not so much most weapons. Guided missiles, for example, tend to heavily favor proportional guidance to conserve their momentum. The only systems I know of that do this are laser guided bombs and certain categories of laser guided missile (those being laser beam-riding rather than spot seeking) and it's mostly a cost-and-weight saving measure with older tech.
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aiyel
Junior Member
Posts: 83
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Post by aiyel on Nov 9, 2016 2:45:15 GMT
Can confirm is the same for my pc
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aiyel
Junior Member
Posts: 83
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Post by aiyel on Nov 8, 2016 21:15:03 GMT
Something's causing massive slowdowns when trying to design mass drivers. I haven't played around with any module designs other than cannons, coil, and railguns lately, so I can't yet confirm whether this affects other modules or not. Something to do with integrator fixes on these weapons?
We're talking a couple of minutes to update if I make changes to the coils or rails at all.
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aiyel
Junior Member
Posts: 83
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Post by aiyel on Nov 4, 2016 3:45:37 GMT
I couldn't tell you off the top which nuke design I'm using, but I've capped it with 40x 5x1cm osmium discs. It's amazingly brutal when it works as intended.
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aiyel
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Posts: 83
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Post by aiyel on Nov 2, 2016 19:15:13 GMT
There are a few things I'd love to see in-game in the future after the immediate concerns (still broken guns, missile guidance and fusing) are dealt with.
1.) Staging
I'd like to actually play around with the invasion staging rigs the fluff mentions, allowing us to plan on the operational level rather than the already-in-system level. It would also be a very useful feature indeed for missiles. Making it less awkward than the current method of 'staging' would also be fantastic.
2.) Solid fuels
Not really helpful at all for manned spacecraft, but as stages on missiles, there's plenty of good reasons to choose SRBs. For one, it's much easier to store an SRB in a ready-to-go state than it is a liquid-fueled system. For another, at least with conventional systems, SRBs provide fantastic TWR even if their exhaust velocity is sub-par. This should make them significantly more useful for countermissiles, or as the terminal stage of a KKV. The obvious downside is that once lit, you can't really turn off an SRB, and you also can't throttle it in any meaningful way except in how the propellant is originally packed in the rocket.
3.) The addition of fragmentary layers on nukes
Since low-yield micronukes are apparently a thing, and many like to use them for nuclear 'shaped charges' by adding scatterable radiation shields to their missile designs, actually having a formalized system of 'let's stick a can of ball bearings to our warhead, regardless whether it's conventional or nuclear' might be useful. let us pick the size and composition of the fragmentary fill layer, then stick them to our missile in front of the nuclear hand grenade. a 500t micronuke is hardly going to vaporize the can o' frag's contents.
4.) smarter energy management
Currently, weapons are pretty dumb about how much energy they actually use, especially rapid-fire coilguns and railguns. The game can't seem to tell that the 5MW railgun is actually using 5MJ per shot and firing several dozen times a second, for physics-breaking energy throughput. As such, I propose that get fixed, but you also give us the ability to design batteries and capacitors to allow for more poerful guns than a reactor could support on instantaneous power. Also, as part of this fun, I'd really like to see pulsed lasers.
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aiyel
Junior Member
Posts: 83
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Post by aiyel on Nov 2, 2016 12:47:20 GMT
actually, if a laser is outside the visible spectrum in-game, there is no visible spot on the ball turret, unlike with a vis wavelength beam. What the OP is saying is that there should be some visible-light bleedoff from the arclamp even if the beam wavelength is not in the visible spectrum.
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aiyel
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Posts: 83
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Post by aiyel on Nov 1, 2016 15:47:39 GMT
Here's what I came up with for a 1 MW disposable reactor. Probably better than whatever the OP was going to use. Code: ThermoelectricFissionReactorModule 1.02 MW Thermoelectric Fission Reactor ReactorCoreDimensions_m 0.1 0.1 NuclearReactor Coolant Ethane Moderator Boron Nitride ModeratorMass_kg 0 Fuel U-233 Dioxide FuelMass_kg 1 FuelEnrichment_Percent 0.016 ControlRodComposition Boron Nitride ControlRodMass_kg 1 NeutronReflector Diamond ReflectorThickness_m 0 AverageNeutronFlux__m2_s 1.3e+020 InnerTurbopump Composition Amorphous Carbon PumpRadius_m 0.12 RotationalSpeed_RPM 390 ThermocoupleInnerDimensions_m 0.12 0.41 Thermocouple PTypeComposition Tungsten NTypeComposition Tantalum Length_m 0.001 ThermocoupleExitTemperature_K 2500 OuterCoolant Sodium OuterTurbopump Composition Lithium PumpRadius_m 0.05 RotationalSpeed_RPM 290
Comparison to stock 1 MW reactor: 300 times lighter and 800 times cheaper. My god, stock designs are terrible. So my new design uses your reactor and resistojet designs... I actually had to do some... modifications... to account for the fact the reactor is so much lighter (and a single unit, as opposed to the trio I was using previously) to get respectable damage out of it. So, strictly speaking, it is no longer a KKV, though most of the damage does come from direct kinetic impacts rather than the payload. A payload of one nuclear hand grenade and 10 10x1cm osmium rods. At 100km relative stop, the thing's still burning when it hits the target, though almost empty. That's about the perfect engagement range. The first few usually hit hull, punching nice big ragged entry holes thanks to the size of the missile and its radiators. subsequent flights tend to go through the same hole doing nothing, or get some glitchy damage results. So, a 500ish ton explosive and some osmium fragments will detonate inside the hull and do Bad Things to the internals. Granted, micronukes like that sometimes get... odd... results. I took a carrier with four launchers for these things up against a pair of laser frigates, the first died after the #3 salvo... the other survived with a railgun intact until weapons range, and even my tactical missile ships are armored solely against lasers, trusting in their missiles for standoff damage capability and point defense.
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aiyel
Junior Member
Posts: 83
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Post by aiyel on Nov 1, 2016 3:54:15 GMT
Here's what I came up with for a 1 MW disposable reactor. Probably better than whatever the OP was going to use. Code: ThermoelectricFissionReactorModule 1.02 MW Thermoelectric Fission Reactor ReactorCoreDimensions_m 0.1 0.1 NuclearReactor Coolant Ethane Moderator Boron Nitride ModeratorMass_kg 0 Fuel U-233 Dioxide FuelMass_kg 1 FuelEnrichment_Percent 0.016 ControlRodComposition Boron Nitride ControlRodMass_kg 1 NeutronReflector Diamond ReflectorThickness_m 0 AverageNeutronFlux__m2_s 1.3e+020 InnerTurbopump Composition Amorphous Carbon PumpRadius_m 0.12 RotationalSpeed_RPM 390 ThermocoupleInnerDimensions_m 0.12 0.41 Thermocouple PTypeComposition Tungsten NTypeComposition Tantalum Length_m 0.001 ThermocoupleExitTemperature_K 2500 OuterCoolant Sodium OuterTurbopump Composition Lithium PumpRadius_m 0.05 RotationalSpeed_RPM 290
Comparison to stock 1 MW reactor: 300 times lighter and 800 times cheaper. My god, stock designs are terrible. I was actually using a trio of custom reactors. Yes, this one shaves about 30% off the weight of the combined smaller units. Very nice. About to put the upgraded model to the test. I should point out that these are hilariously op (if they hit)
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aiyel
Junior Member
Posts: 83
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Post by aiyel on Oct 31, 2016 21:53:51 GMT
I'm looking for a good resistojet for a KKV missile (using a 1MW reactor as its penetrator)
Minimum exhaust velocity of 5km/s, and best twr in that range
Size isn't that important
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aiyel
Junior Member
Posts: 83
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Post by aiyel on Oct 30, 2016 20:48:17 GMT
Take a design that can sprint all the way out to just past 100km, however you wish to achieve this. Wrap it in a centimeter of silgel, and be done with it. Ideally you want impact velocities of above 5kps at max range. Your missile itself will make a decent kkv at those speeds with no need of a penetrator. Bonus points if there's still fuel in the tanks when you hit
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