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Post by bdcarrillo on May 15, 2017 13:50:44 GMT
In 1.1.1 I've built several viable needle guns again. Nothing yet to fit this challenge, but without exploiting anything we can get 500 km/s capital ship weapons. Even with an enemy that ignores range, we can adequately armor ships against the random railgun projectile or two that may connect over 1 MM Without exploiting anything? It was my understanding that all needle guns exploit the game not applying pressure limits to the payload, while also using the full length of the payload + sabot to calculate the barrel pressure. I can still induce the pressure limit error for the projectile, and it has a very thick barrel with a stiff material for "armor" to help. I did speak in error about exploits, the projectile does include a massless spacer... Hrmph
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Post by bdcarrillo on May 11, 2017 4:38:12 GMT
In 1.1.1 I've built several viable needle guns again. Nothing yet to fit this challenge, but without exploiting anything we can get 500 km/s capital ship weapons.
Even with an enemy that ignores range, we can adequately armor ships against the random railgun projectile or two that may connect over 1 MM
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Post by bdcarrillo on Apr 3, 2017 12:03:47 GMT
Cheesy NeedleFire -Similar hull size as Hellfire -5.41 km/s -Almost 6Gs acceleration -40.4 t, 417 kc Gun Specs: -403 km max range -56.2 km/s What are the specs of your needle gun and did it survive the patch ? It got hammered pretty bad in the patch. No longer viable
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Post by bdcarrillo on Apr 1, 2017 2:48:53 GMT
I wouldn't say we should toss this thread out... there are plenty of other folks with evidence and different situations where framerate tanks while the processor is under utilized
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Post by bdcarrillo on Mar 29, 2017 19:54:20 GMT
So it looks like the baseline assumption is that our lasers use one giant final mirror...
Why not use a hex array like the james webb telescope for focusing, and utilize dlp technology at the emitter mirror (the one in the center of the turret, that we see the back of) to aim your beam at undamaged segments of mirror. Of course, you'd want to modulate output based on how many mirror segments are damaged.
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Post by bdcarrillo on Mar 25, 2017 18:26:45 GMT
"Bill, pass that ammo, "Bob, crank us to the left, while I look through this scope. "Valentina, quit slacking and get us some snacks." Jeb, leave the snacks alone and pull the trigger!
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Post by bdcarrillo on Mar 21, 2017 10:53:14 GMT
Anecdote about fabrication...
I was absolutely blown away to see a full size metal lathe on board a sub at Seawolf Park. It was in the engine room. Unfortunately there wasn't any info about what they might have routinely used it for.
-----
Bicycle type beacon lights might be more effective than disco belts.
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Post by bdcarrillo on Mar 20, 2017 20:36:35 GMT
Of course, aircraft don't carry maintenance crews on board. Not meaning to nitpick, but just wanted to point out that most heavy military aircraft do carry maintenance crew on board when they aren't doing a local mission. I've seen up to three individuals travel with a single aircraft before, but one was usually in training or a specialist. Very common for helicopters that have room also. Those maintainers or flight engineers are very limited in what they can actually do unless the plane or destination has CTKs. My comment was aimed at long-term maintenance, like subs have. I can amend what you quoted with "planes don't carry an avionics guy, hydro troop, engine backshop bubba, or sheet metals tech"
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Post by bdcarrillo on Mar 14, 2017 14:16:34 GMT
Well crap... That's my favorite armor material.
Bit of it over some rubber and it'll bounce just about any stock projectile
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Post by bdcarrillo on Mar 14, 2017 11:06:55 GMT
I'd venture to say that it's clearly not on the graphics card at all, and is related to physics calcs on the volume of projectiles.
I tried making an extreme ROF conventional cannon and it was unplayable with only a couple thousand projectiles en route. I'd expect to see memory usage spike due to the coordinates and vector stored for each projectile, but total ram usage seems to stay very low and consistent.
So what exactly is bogging? Process handling? Excessive calls per physics tick? Massive floating point variables??
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Post by bdcarrillo on Mar 14, 2017 2:08:44 GMT
I'm seeing 13.4% CPU usage, 353.1 MB of RAM, and 1 FPS with a handful of stock ships duking it out. My graphics card isn't even throttling up to full output, it's sitting happily at 1266 mhz and barely putting out any heat.
FX 8350 8 core 4 ghz processor, 4 gb RAM, RX 480 graphics card, 4k monitor.
Back when needle guns were flinging stuff at 200 kms, I had severe framerate issues on impacts.
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Post by bdcarrillo on Mar 13, 2017 12:41:10 GMT
Some british vehicles supposedly have a tea heater built into the engine coolant loop... Awesome optimization of the launcher system! Well, the Launch Velocity is really mediocre, but for small payloads (sub 10kg Micromissiles/drones to light sub 500kg variants of the same) you can compensate by dumping more power into the launcher. Given that strategic missiles launches all align to a formation, and tactical launches go nose first, launch velocity shouldn't matter too terribly much for missiles. Maybe it bears more weight for flares or other specialty munitions
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Post by bdcarrillo on Mar 9, 2017 19:25:30 GMT
Probably. An age-old field expedient among armored vehicle crewmen in the real world is to use engine heat to cook food. Some british vehicles supposedly have a tea heater built into the engine coolant loop... Awesome optimization of the launcher system!
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Fan art
Mar 6, 2017 16:55:55 GMT
via mobile
Post by bdcarrillo on Mar 6, 2017 16:55:55 GMT
I'm just glad nobody has used adult toys in their artwork
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Post by bdcarrillo on Mar 6, 2017 16:22:04 GMT
Oh god, not again Can we please get back back to fan art (shitposty or not) ? Please ?
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