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Post by ash19256 on May 21, 2019 2:14:37 GMT
So, is Uranium Steel a thing added by this? Because I tried using it in a nuke on a lark, and it crashed the game.
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Post by ash19256 on Jul 26, 2017 19:49:55 GMT
That is, literally, a railgun bazooka. I'm honestly just sort of amused. I'm guessing that the grey disk above the lithium outer loop turbopump for the first of the two 1 MW reactors is the ammo stowage?
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Post by ash19256 on Jul 26, 2017 19:46:10 GMT
That is an impressive level of destruction delivered. I don't suppose you could post code for that ordinance?
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Post by ash19256 on Jul 24, 2017 23:00:44 GMT
That is impressive.
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Post by ash19256 on Jul 21, 2017 11:08:45 GMT
Thermocouple made from Carbon? The best high temperature thermocouple is (3D-)graphene/pyrolitic carbon I'm finding that Graphene-Pyrolitic carbon seems to be the most easily implementable.
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Post by ash19256 on Jul 17, 2017 10:45:35 GMT
I'm actually a bit surprised at how difficult it was for me to modify the reactors to use modded materials. And I imagine that these are probably only cheaper because I have "neglected" to update my versions of Graphene and 3D-Graphene. Because I personally feel that the 2300 kg/m3 density of the normal stuff and the 930 kg/m3 density of 3D-Graphene is a load of crock.
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Post by ash19256 on Jul 8, 2017 23:40:41 GMT
Actually, for that matter, how hard would it be to develop a simulation of Cordite? It was, after all, commonly used by the British as a gun propellant in their large caliber battleship guns.
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Post by ash19256 on Jun 18, 2017 7:29:46 GMT
How is the reinforcement done? I doubt one could completely envelope the thermocouple in graphene and expect it to have the original thermoelectric sensitivity. And graphene also often behaves odd in composites/when doped with other materials. Not that this really helps much, as I'm unable to get the efficiency up above approximately 49%, and even then the result is that the reactor's cost balloons to almost 100 times it's original cost, because these composites/doped materials cost more than 5 kc per kilogram.
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Post by ash19256 on Jun 13, 2017 20:16:45 GMT
You know, also taking into account apophys 's pseudo brachistochrone trajectory in the homecoming threads with his MPD ships.
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Post by ash19256 on Jun 12, 2017 17:41:40 GMT
Nice, I should try printing some of my ships too. I have a self-built RepRap which can print objects up to 25x25x22cm. By changing the filament in mid-print I can also print in more than one color... perhaps I'll give it some glowing orange patches. Better idea, see if it can print the radiators so that they're "glowing" but the rest of the hull isn't.
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Post by ash19256 on Jun 7, 2017 19:04:37 GMT
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Post by ash19256 on Jun 7, 2017 19:02:45 GMT
So, one of my planes has actually passed round 1 of Season 3 of Jolly Roger Aerospace's Plane Fight Club. dude, you broke the first rule... Wrong set of rules. Nevermind the fact that PFC doesn't have "You will not talk about PFC" as one of the rules.
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Post by ash19256 on Jun 7, 2017 18:19:01 GMT
So, one of my planes has actually passed round 1 of Season 3 of Jolly Roger Aerospace's Plane Fight Club.
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Post by ash19256 on Jun 7, 2017 18:17:56 GMT
Or, because the materials are so strong, you could massively reduce supporting structure and cut weight. supporting structure for? Transistors? Yeah, basically he's saying that you could make it so that the transistors were structurally integrated into the chip/chipset, so that you don't need as much material to keep it from breaking. Another advantage of carbon allotrope transistors (with possible added boron nitride) is that they are likely to keep functioning even at relatively high temperatures, meaning that you don't need as much cooling equipment, which reduces the overall weight of the support structures, due to not needing to keep as much cooling equipment stationary relative to what it's cooling and you don't need as large a power supply to run both the cooling and the computer system.
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Post by ash19256 on Jun 7, 2017 15:50:31 GMT
By contrast I never design my ships so that I can't run every single gun at once while still keeping everything else powered, because power generation is cheap and light enough that my relatively low-power requirement vessels tend to never need more than 1 GW of power. The one exception might be any laserstars I make, and even then I tend not to make laser stars because that lags the game right the hell out now that the AI has found the ignore range button. I have enough power to fire all my guns because most of them can fire forwards and I try to limit dead mass That tends to be about 50% of my reasoning. The other 50% is accounting for that unlike in CoaDE, real life fleets would likely get caught in the occasional pincer maneuver or have to engage multiple adversaries at once. As such, being able to fire all weapons at once is an important capability.
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