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Post by gedzilla on Sept 26, 2018 17:39:33 GMT
Unfortunately, the requirement that capacitors used at every stage of the coilgun are identical severely hampers our ability to design coilguns at larger sizes. You can still do it at a reasonable price -- but you will have to provide all of the power yourself (and also increase the number of allowed stages, possibly). Here is something I just put together, with a little bit of limit editing. CoilgunModule 10.0 GW 62mm Turreted Coilgun UsesCustomName false PowerConsumption_W 1e+10 Coil Composition Reinforced Carbon-Carbon WireRadius_m 0.01 NumberOfTurns 1 NumberOfLayers 2 NumberOfStages 1000 BarrelArmor Composition Graphite Aerogel Thickness_m 1.5 Armature Composition Iron BoreRadius_m 0.0313 Mass_kg 1 Tracer Iron Payload null Loader PowerConsumption_W 2.56e+05 ExternalMount false InternalMount false Turret InnerRadius_m 2.25 Extruded true ArmorComposition Graphite Aerogel ArmorThickness_m 0.15 AttachmentCount 1 MomentumWheels Composition Vanadium Chromium Steel RotationalSpeed_RPM 3800 TargetsShips true TargetsShots true
um, i just downloaded it and got a exit velocity of 2.19km/s ? is this an old design ? did you enter the code wrong ?
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Post by gedzilla on Sept 21, 2018 12:31:51 GMT
Oh, hey, actual intrest!
okay, maybe ill update it. ill try gunship next
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Post by gedzilla on Sept 11, 2018 20:06:10 GMT
Fuck no. Presume you live on Mars and enlist in the RFP Navy. Given how highly trained crewmembers are, you probably have some kind of advanced degree in physics/engineering. You spend 2.5 years in training with your fellow crewmembers, learning your job and how to work as a team. Remember that two years is barely enough to become a buck non-commissioned officer in a terrestrial military, so it's really not a lot of experience. Uh oh! War! Time to go kill some poor USTA slobs! Except they are at Saturn. It takes you six and a half years to get there, because your ship weighs-in in the kiloton range, so you're not going to get much faster than a Hohmann transfer. You arrive at your destination and spend a month maneuvering through the Saturnian system before you engage the enemy. If you're dead, your efforts were pointless and you just spent the last 6.5 years of your life away from your friends and family only to die unceremoniously in space. Your family will never see your remains. If you are lucky and good, 15 minutes later, you are still alive and the USTF slobs are dead. You then get to wait another 2.5 years for a Hohmann transfer window back home, then spend 6.5 more years in transfer before you can disembark at home and leave the RSP navy.Your stellar 18 year military career consists of 2.5 years of training, 13 years of interplanetary transfer, 2.5 years of peacekeeping operations, and 15 minutes of sheer terror/combat. You can't quit at any time. Except for your training period, you are working literally every day of your military career. So, again, fuck no. Caveat emptor: you could probably get there faster using gravitational slingshots, but my point is that transfers to the outer solar system take a long time for a human regardless of the circumstances. That's just space... and war... and space war. How many people who stormed Omaha beach had trained and planned for years only to die the moment the ramp dropped? The travel times involved are mind-boggling on the scales we're accustomed to, just makes it part-and -parcel for the course. The realities of it makes me darkly amused at the campaign story? (With the war in the asteroid belt heating up, why am I PERSONALLY being diverted to deliver this VIP? OOOOHHHHH, because Mommy-dearest wants so-and-so to associate the safe return of her daughter with our family name. Yay! Neptune is ours! Wait, why am I being shipped off to Jupiter? Without my fleet? To take command from this poor sod... who was assassinated... shortly before I arrived... Mom? Are you having dynastic visions over there?) Clearly the start of a GLORIOUS monarchy! I for one, welcome our new overladies
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Post by gedzilla on Sept 11, 2018 19:13:37 GMT
Im either going naval blue or martian red (go MCRN)
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Post by gedzilla on Sept 8, 2018 20:09:25 GMT
Does anyone have the name, or the email (a business email is fine) of the creator of this game ?
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Post by gedzilla on Sept 8, 2018 20:07:33 GMT
That looks dope
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Post by gedzilla on Sept 8, 2018 20:04:56 GMT
Do you guys have any good coilgun designs ? I've been trying to make them relavent for myself, but am having trouble doing so.
Can you make something that can shoot 1kg at 8-10km/s ? Ill also take any other decent designs
thanks
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Post by gedzilla on Sept 8, 2018 19:58:48 GMT
how ?
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Post by gedzilla on Sept 8, 2018 19:49:35 GMT
Trying to build a rough equivalent of stock corvette: A relatively small (for a full capital, I have made much smaller manned ships, but I was aiming to fit into specific niche this time) ship with full array of weaponry. Due to relatively thin armour it benefits from aggressive intercepts and manoeuvring - this way it should be able to satisfy my standard 5:1 combat test regime. "Valravn" class corvette (two variants - base and extended range):steamcommunity.com/sharedfiles/filedetails/?id=1504348439steamcommunity.com/sharedfiles/filedetails/?id=1504348652Specs: Pics: can you please post the downloadable code ?
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Post by gedzilla on Sept 7, 2018 15:08:00 GMT
I think there's already a cold war technology challenge. That said, I'm pretty sure NTR's were only in prototypes and tested on the ground (though to be fair they still to date have not been used in any craft) so NTR's would be X'd out of the experiment . Railguns would be gone, same with coilguns, also the missles would be fairly accurate in their current stage. Heat seekers account for 90% of aircraft casualties for the USAF according to Wikipedia. Heat seekers would be dominant as Radar-guided can be easily fooled with chaff. Lasers would be low power low efficiency (sorry apophys). For fuels, Saturn 5 used a hydrogen-oxygen reaction for a combustion rocket for most of its fuel. The first stage was an RP1-Oxygen reaction. i cant find that thread :-(
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Post by gedzilla on Sept 7, 2018 15:04:40 GMT
thorneel When I attempt to make a scenario based on your story, I realized that there are several problems. One is that you can't set a ship's AI to specifically attack a designated target, and that leads to another: it is hard to make the orbital period just right for the enemy ship to be able to get into tactical mode with the space station. I think a way to get around is to just mention the event in the description for a similar mission. "This is probably similar to the incident back when you were working as a security guard for a space station a few years ago. That time when a 'civilian' ship with hideously radioactive reactor tried to dock with the station. Good thing you managed to stop it in time...by shredding it to pieces with the patrol drones." > That said, I imagine that the 'campaign' would start when the protagonist is still a novice civilian transporter carrying cargo to different places, with increasingly difficult levels (example, from low Venus orbit to space station in high orbit, to LEO to Moon, from Io to Callisto, from Mars to Earth, and finally the rescue-civilian-ship-from-enemy-warship), training the player in the process. At some point, they decided to join the military and the levels heat up. yeah, i really wish you could make the enemy go after specific ships (for a VIP protection mission), or make a percentage of yours or their ships mission critical (i.e destroy 3/5 cargo ships) but it doesnt matter which 3
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Post by gedzilla on Sept 7, 2018 13:49:53 GMT
I though of trying to make a 1985 spacecraft (a thought experiment about what would happen if the space race continued rising in intensity past 1969), for both the USA and the USSR Do you guys know what materials, and fuels, and technologies, existed in 1980-1985 ?
Also, Challenge yourself to create a realistic 1980s era Spacecraft, for both the USA and USSR
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Post by gedzilla on Sept 7, 2018 13:43:43 GMT
sorry this takes so long, real life is very demanding
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Post by gedzilla on Sept 6, 2018 16:43:39 GMT
Really interesting stuff... I'm slowly entering the customisation space, but I haven't really made it to weapons and armor yet. I suggest you start cusomization with basic modules, such as propellent tanks and crew modules (adjusting their shapes)
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Post by gedzilla on Sept 5, 2018 19:13:59 GMT
Right now I am working on a prototype mission for a possible Prosperous campaign. The player is playing as an EAM admiral rescuing a cargo freighter stranded in orbit around Mercury and nobody is helping because a hostile NESR fleet is coming. At the beginning of the level, pretty much all laser platforms and warships were disabled but one NESR siloship. The siloship is going to attack the freighter, and the player must bring the freighter back before the missiles get to it. Companies involved are chosen from the OP, and as of now consists of newageofpower 's Altarris Heavy Industries as the owner of the cargo station where the player will bring the freighter to, and apophys ' Apophys Electrics, a company which constructed many space infrastructures in the Mercury orbit. Currently, ships and stations used are stock placeholders. Custom ships are welcomed, especially if they're designed by AHI itself. I think NAOP put their ships somewhere a while ago... if u put out the dowloadable code for this Mission, i would try to beat it
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