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Post by omnipotentvoid on Feb 13, 2017 12:09:24 GMT
omnipotentvoid The numbers you gave to input to create your super coilgun don't work unless maybe you have a very old edition of the game or something? I tried those numbers given at the start of the post. I produces a range of 3 cm or so. It doesn't work. Thats odd. It seems to work for everyone else. And I do use the current version (unless a patch dropped in the last 4 hours).
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Post by omnipotentvoid on Feb 13, 2017 11:39:57 GMT
The coils power is only 5.5MW not 550MW. If it were capable of not saturating itself at 550MW (say, with some super (conducting? not sure if that would help) material, you might be able to get that oversized manhole cover to travel at 41+Km/s. At that point the projectile would have over a kiloton of TnTs worth of KE. I don't know why, but this design doesn't seem to work unless I'm missing something. With a 5 ton payload, 5 MW wouldn't do much, so I thought it had to be at least 550 MW. Screenshot the page with the sliders if you get a chance. It would be cool if it works. Wattage is a measure of energy per time. The coil gun is over 500m long. Assuming constant acceleration, that would require to an acceleration of 571,210m/s² (or about 58Kg 0) and a force of almost 3GN. This leaves us with an acceleration time of 0.042s. Since the energy of the projectile is about 1.5TJ, this means the coil generates a ludicrous 35TW of power, using only 5.5MW giving it an efficiency of 6,493,506%. So yes, it breaks physics. On the topic of breaking stuff, I may have figured out what was happening with the armor. Even without wippel shield, the projectile seems to break up before hitting the armor, leaving multiple spots of glowing armor on hits. even penetrations or deflections have this effect, despite the projectile apparently remaining intact. Also, penetrations don't seem to leave entry holes or exit holes. Over all, little of the energy of the projectile seems to be damaging the armor at all, even if it is completely absorbed.
The strongest 10m thick armor I was able to find was nitrile rubber, which pretty much confirms that this guns interaction with armor is bugged, rather than some actual effect that happens in reality. As far as I can tell, hitting a 10m thick plate of something with one of these slugs should be somewhat akin to detonating a few hundred tons of TnT in the armor, which is obviously not the case. Edit: Hardness and density seem to decide how much damage is done. Soft low density material doesn't even begin to glow while absorbing these shots. The game obviously can't handle impacts at these high energies.
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Post by omnipotentvoid on Feb 13, 2017 10:18:34 GMT
Deformation would be a pretty cool mechanic.
How hard would it be to implement and how fast would our CPUs melt from it?
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Post by omnipotentvoid on Feb 13, 2017 10:11:17 GMT
Its ok if a 1 gram sandgun (physics compliant) can't penetrate your armor belt in 1, 10, or even 100 hits, if the sandblaster has twice the muzzle velocity and triple the range, because by the time a heavy slug firing-ship can shoot back it's been turned into Swiss cheese. That depends actually. If you have t guns that fire at the same velocity, one being a sand blaster and the other has enough mass to penetrate and kill the enemy ship in one shot. Who wins is then determined by whether or not the sand blaster is capable of destroying the enemies weapon or killing the ship before the enemy fires the killing shot. This depends on a few things: -chance: the first shot fired by the high mass gun could theoretically kill the sand blaster ship while the sandblaster must often hit its target hundreds or even thousands of times depending on armor composition and angle before becoming even capable of killing the enemy ship. -ship design: most ships in the came have relatively light armor in order to achieve high accelerations. Ships specifically armored against light kinetics should actually be able to withstand a lot of sandblaster punishment. (I'm actually testing armor atm, and high mass kinetics aren't actually that ineffective, even if they are utterly impractical in terms of costs and weight) -gun laying: gun laying (and gun design in general) is currently geared towards making sandblasters. Truly accurate high mass kinetics would require composite barrels, munitions and capacitors as well as more in depth control over targeting and gun laying to simulate. Thus the current in game guns aren't necessarily a good representation of what rail and coil guns should be capable of. In addition to this, high momentum kinetics are capable of destroying targets without penetrating by rupturing the armor when being deflected. Given thin armor, weapons can be designed that are capable of killing a ship as long as the armor is hit.
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Post by omnipotentvoid on Feb 13, 2017 8:41:42 GMT
Technically speaking, all kinetic weapons have infinite maximum range in space. Time of flight seems to fundamentally determine the effective chances of hitting, and the formula for that chance to hit is masked deep in the game engine. Some cursory poking around in the executable shows references to named variables for chances to hit. Thus, my request a while ago for an engagement range slider (or similar). I do agree that more transparency on the targeting methods would be good too. I don't think engagement range sliders is going to cut it. We already have mechanisms for accurate movement in step sizes around that of atomic radii. In 200 years the advancement of this technology and the molecularly perfect construction tech (which is implied as far as I can tell, correct me if I'm wrong), you'd probably be able to engage enemies well outside the Jupiter system from most if not all of the moons providing Jupiter doesn't occlude the target. Depending on where the individual ships are/ are coming from, encounters at these ranges would last hours or even days. The came really only handles encounters, where ships are already orbiting the same, relatively small bodies. If you want to get ridiculous, build a gun with insane accuracy and build a scenario were a hostile fleet is trying to make orbit around a low gravity body, "engagement times" could probably be pushed out to more than a week. Artillery shots at long range should be taken in the orbital view and not in the engagement view, or else you'd be sitting around for a few hours waiting for your shots to land. Also, if you manage to disengage after dodging all that time, what happens if you get reengaged? Just send in drones one at a time with weapons that will kill the ship at long range. Having n MP thruster capable of keeping you dodging for a few days, while reserving enough deltaV to do what you came to do, plausible. Having the capability to do this 10-20 times, not so much. In addition to this, how long it takes to kill a target is related to the amount of shots it takes to hit the target and thus the the engagement range. If 1 out of 1000 shots hit on average and I reload for 30s it will take me on average about 8 and a half hours to kill the target. But if I'm able to target enemies that are, for instance, en route to Jupiter before they reach the system, I have a good chance of killing 1 or 2 ships before their deceleration burn. Lets say we need a 1 in a 100 hit chance on 1000m² (capital) ships. Additionally, lets assume that, on a 1m barrel, I can achieve a maximum divination from aim point of roughly 1 atomic radius (150pm or 1.5*10⁻¹⁰m) in the best case scenario and 1000 atomic radii in the worst case scenario. This gives us a maximum angular dispersion of about 1.5*10⁻¹⁰rad or 8.95*10⁻⁹° in the best case, or 1.5*10⁻⁷rad in the worst case scenario. Than, further assuming I can have a dispersion circle 100 times larger than my target if I only need 1 in 100 of my shots to hit, this leaves us with a required radius for the dispersion circle at range of 178.4m. This gives me an engagement range between 1.189Gm for the worst case scenario and 1.189Tm (or about 8 AU) for the best case scenario. Even at the worst case scenario, thats a 33 hour intercept with a 10Km/s relative velocity, lets say 20 for not crossing the range bubble through its center. The best case scenario sees engagement times of over 3 and a half years (?), which seems somewhat ridiculous, but hammers home my point: if a certain level of accuracy is possible, continues dodging becomes entirely inviable.
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Post by omnipotentvoid on Feb 13, 2017 7:08:06 GMT
The first thing I've been trying to do in CoaDE is making cannons with ridiculous muzzle energies. After derping my way to a few 20-30MJ designs that might almost be useful in a few niche circumstances, I came up with this: CoilgunModule 20m Coilgun "Doomhammer" UsesCustomName true PowerConsumption_W 5.5e+006 Coil Composition Vanadium Chromium Steel WireRadius_m 0.1 NumberOfTurns 50 NumberOfLayers 20 NumberOfStages 50 BarrelArmorThickness_m 0.012 Armature Composition Nickel Iron Molybdenum BoreRadius_m 10 Mass_kg 5000 Tracer silver Payload null Loader PowerConsumtion_W 1e+008 Turret InnerRadius_m 30 ArmorComposition Maraging Steel ArmorThickness_m 0.003 MomentumWheels Composition Platinum RotationalSpeed_RPM 2.7 TargetsShips true TargetsShots false
My next thought was: "how does one stop one of these rounds?" My attempts were met with failure after failure. Even armor that deflected the shots if at extreme angles was wrecked by doing so, sometimes even destroying modules beneath the armor. Ricochets were capable (sometimes) of destroying laser frigates. Hits directly to the sides were often tearing ships a part and even shots landing almost at the edge were still penetrating. Direct frontal hits almost always resulted in instant kills. I finally managed to create an armor setup that could "withstand" the shots: 1cm of diamond followed by 10m of graphite aerogel followed by a 1cm diamond wipelshield 4m away from the aerogel. However, I am not sure if this was actually withstanding the impacts or bugging out, since the armor did not get damaged, even after repeated hits to the same area and most impacts didn't even leave an entry hole. Can somebody here come up with at least reasonably practical armor that can stop these rounds (perhaps not when flat on, but at least armor that doesn't disintegrate on deflecting these shots), because I sure can't. (Please excuse my noobishness) Edit: Also, does anyone know what this kind of projectile would do if fired at todays earth? P.s. This is not meant to be a practical weapon, in case someone thinks that. The only real use I can come up with is bombardment of celestial bodies with non nuclear weapons/ with heavy defensive capabilities where nuclear missiles or missiles in general are not an option. I put this in but couldn't get it to work. What am I missing? The coils power is only 5.5MW not 550MW. If it were capable of not saturating itself at 550MW (say, with some super (conducting? not sure if that would help) material, you might be able to get that oversized manhole cover to travel at 41+Km/s. At that point the projectile would have over a kiloton of TnTs worth of KE.
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Post by omnipotentvoid on Feb 12, 2017 22:42:17 GMT
How does moving a 887,000 ton coil gun, which takes 72ish hours to charge between each shot and requires 15,000,000 tons of electrical storage support and is 500m long compare to the troubles caused by a 10m armour plate? That depends actually. If I built a ship capable of fielding the gun, I'd have to armor those 150,000,000 tons of electrical equipment, plus the crew, fuel, engines and reactors. This ship would probably be several kilometers long and at leas a hundred wide. 10m of monolithic boron around that is quite a bit of trouble. Thats why I said these weren't ship weapons. The only time these would be in any way viable is in batteries, on large asteroids moon or planetoids with little to no atmosphere, to shred incoming capital fleets before they make orbit.
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Post by omnipotentvoid on Feb 12, 2017 22:33:21 GMT
So why don't we just hold fire until the enemy has expended all deltaV? Acceleration may be limited, but engagement times are much more limited. Using my Gladiator's example, waiting would take at least 6 minutes, assuming the dodging AI doesn't screw up before then. Very high velocity shots are more or less a one or two hit kill, so saturation fire would be super effective. Your example of firing point defense in expectation of missiles would actually be reasonable if your ammo stores exceed your enemy ship's expected lifespan. True, but inefficient, which will probably be a problem if a ship has to engage multiple times without resupply. Also, this is assuming current in game engagement ranges. Considering the available tech you might be able to push ranges insanely far. If you said screw practicality, cost, weight, damage and refire time, you might be able to achieve decent accuracy at half an AU against super capital ships or perhaps large stations provided they don't accelerate what so ever. On a more realistic scale: if your orbiting the same body (that is not a gas giant) as a capital ship with powerful primary KE weapons, it can probably hit you. Thus your options are break orbit (which is only an option if your objective is not connected to the body you're orbiting) or to begin dodging. If dodging weren't part of the current accuracy calculation, ranges for large railguns would be in the tens if not hundreds of Mm for capital ship engagements. If you design weapons around accuracy and killing power instead of instead of rate of fire, you should have a reasonable chance to hit ships thousands of Mm away. At those ranges even encounters at relative velocities in the range of tens of Km/s will take hours. No ship can dodge the entire time it is in range of KE weapons.
Actually, I just realized this: the current way the game functions, it doesn't give any indications of the maximum effective range achievable by KE weapons. Because it makes the assumption that ships will always dodge shots, the game is geared for weapons that can achieve area saturation. Thus the only effective KE weapons that can be made in the game are area saturation guns, that are very ineffective at very long range. This in turn limits the engagement ranges seen in the game to those of long range lasers. Engagement time is dependent on velocity and distance, meaning that it is limited by the limited engagement range. And finally: the reason dodging is necessary is because engagement time short. Or in other words: the assumption that ships are always dodging (and the resulting need for area saturation weapons) are the reason that continues dodging is even viable in the first place. Throw that assumption out the window and ranges quickly grow to the point were continues dodging is not particularly viable, at least for capital ships. Further more, it highlights the need to add sensory equipment to the simulation, as how far away you can spot projectiles or detect the enemy firing become as important to dodging as your acceleration.
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Post by omnipotentvoid on Feb 12, 2017 21:31:24 GMT
I never thought about bugged armour but Boron is very good armour for kinetic strikes, you need to back it with fiber because it spalls Spalling may actually be on of the less pressing issues. One of the more rare challenges that armor faces is absorbing the impulse of an impact. Deflecting a projectiles requires you to give them motion and thus impulse. The armor must of course absorb the same impulse in the opposite direction. If the armor is unable to absorb the impulse, it ruptures. High impulse guns are rare, since the point of KE weapons is to deliver as much kinetic energy with as little impulse as possible (since impulse is conserved and is related only to movement, so you do to yourself what you do to the enemy in terms of impulse. Kinetic energy on the other hand is taken from other sources.), however some howitzers in WW2 (specifically the ML-20 gun) fired heavy APHE rounds. These were known to rupture the frontal plates of tanks such as the German Panther when deflected (there are some pretty impressive pictures of this, but I can't seem to find them any more). To my surprise, this is actually seems to be modeled in game. These things often tore huge holes into armor on deflection, though these weren't protected from spalling. However I doubt spalling is responsible for the sudden disappearance of half the armor of one side a laser frigate. I very much doubt that even thick boron sheets can withstand the applied pressures. Then again, 10m is a thick plate to rupture. I might do the math on that sometime.
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Post by omnipotentvoid on Feb 12, 2017 20:57:04 GMT
Thats kind of what I'm saying: ships shouldn't be able to do. If I fire my guns at long ranges, ships instantly start dodging and they shouldn't be. Even with tracers, the projectiles are much dimmer than most radiators for reactors, making it difficult, even impossible at long ranges, to tell when an enemy is firing. Then, the only way to know your being fired at is spotting the projectiles or getting hit. Ingame, a ship with side-mounted thrusters is constantly dodging while in combat, whether the enemy fires or not, whether the enemy is in range to fire or not, or whether the enemy even has any guns to fire or not (and even whether dodging maneuvers are enabled or not...). Spotting projectiles is thus unnecessary. Sideways acceleration that approaches 1 g 0, off of gimballed thrusters, can be quite unpredictable, and very annoying to try to hit with dumb projectiles. Thus we need saturation algorithms, since our guns can actually be very accurately fired (as you see if you ignore range against an unmoving target). So why don't we just hold fire until the enemy has expended all deltaV? Thrusting under the assumption the enemy is firing is like a modern destroyer noticing theres an enemy ship in the area that could fire missiles and then firing its point defense weapons under the assumption that missiles are incoming. Thrusting without confirmation may be theoretical solution to the problem of avoiding guns that cannot adequately saturate an area. However, since acceleration is a limited resource for a spaceship during combat, it's tactical suicide.
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Post by omnipotentvoid on Feb 12, 2017 20:39:59 GMT
caiaphas I realize this isn't really a useful design in fleet combat (Although, it did seem somewhat effective against massed capitals, i.e. laser frigates, if it got a lucky hit and the debris of a torn in half ship hit several others). It also might be a viable ground installation for inter body artillery or long ranged anti capital fire in batteries with massed fire. Enderminion I realize that several dozen meter thick composite armor can easily absorb these rounds. In my tests, 10m of graphite aerogel with a 1cm diamond wipel shield and a backing of 1cm diamond was enough to magically absorb the shots, seemingly without sustaining noticeable damage. This irks me greatly, since impacts at these energy levels should leave large glowing craters that are meters deep at the very least. A fact that is supported by testing on laser frigates, hows, admittedly thin armor seems to detonate, even on glancing shots, where the projectile doesn't even shatter. Rather than absorbing shots, I'm looking for armor capable of deflecting them without being annihilated in the process. (By which I mean armor capable of deflecting multiple hits within a reasonably small, r<25cm, area) teeth it has a velocity of 23.9Km/s, yielding a kinetic energy of around 1.5TJ or around 340 tons of TnT. (It's basically a pocket nuke with all the energy going forward) On the subject of what happens if earth gets hit by one of these: the effects seem a bit more tame then I first thought they would be. As far as I've been able to tell objects of this size and velocity tend to disintegrate rather explosively when they hit the inner atmosphere ( Chelyabinsk meteor is a very rough equivalent). As far as I can tell, a mixture of the deformation stress, heat expansion and weakening due to high temperature should cause it to explosively disintegrate before contact, causing sort of tear shaped blast with a good portion of the blast directed in the direction of travel and little directed in the opposite direction. Effectively, it's a roughly 300 ton of TnT air burst. If it disintegrates close enough to the ground, high velocity fragments would probably shred anything the blast didn't obliterate as well. As far as it hitting the ground, that seems the energy would be spent in an interesting variety of ways: a lot of the mass of the projectile and the surrounding solids/liquids into plasma and gas. These, combined with the material being displaced by the slug as it travels, create blast wave. If the slug hits solid matter, a not insignificant portion of the energy also goes into liquefying surrounding materials as well. The generated blast wave is significantly dampened by material it throws outwards, as it is generated mostly under the surface of the impacted object. Another part of the projectile energy goes into generating shock waves into the impacted medium. In short: theres probably an easy way to get a ballpark number for the detonation force at impact, but I'm to novice a physicist to know it. Also, any accurate numbers or even good estimations probably require a simulation of an impact event. Edit: I don't think any non-bugged armor could protect against that, it'd hit with enough force to break the internal frame or possibly even kill crew from G forces depending on the weight of the ship. The only thing that could protect you from that is a monstrously large battleship bigger than anything coade can (probably) handle, or not getting hit. True. The point about acceleration due to being hit is true. In testing even hits on solar panels radiators noticeably accelerated targets (probably to a few or even a few tens of m/s, but I didn't bother to check at the time). A stationary target I made to test armor was accelerated by over 100m/s² in just 5 shots in one test, despite the projectiles passing clean through the ship. Edit: Playing Ksp and this game one after the other is confusing
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Post by omnipotentvoid on Feb 12, 2017 17:34:39 GMT
The first thing I've been trying to do in CoaDE is making cannons with ridiculous muzzle energies. After derping my way to a few 20-30MJ designs that might almost be useful in a few niche circumstances, I came up with this:
CoilgunModule 20m Coilgun "Doomhammer" UsesCustomName true PowerConsumption_W 5.5e+006 Coil Composition Vanadium Chromium Steel WireRadius_m 0.1 NumberOfTurns 50 NumberOfLayers 20 NumberOfStages 50 BarrelArmorThickness_m 0.012 Armature Composition Nickel Iron Molybdenum BoreRadius_m 10 Mass_kg 5000 Tracer silver Payload null Loader PowerConsumtion_W 1e+008 Turret InnerRadius_m 30 ArmorComposition Maraging Steel ArmorThickness_m 0.003 MomentumWheels Composition Platinum RotationalSpeed_RPM 2.7 TargetsShips true TargetsShots false
My next thought was: "how does one stop one of these rounds?" My attempts were met with failure after failure. Even armor that deflected the shots if at extreme angles was wrecked by doing so, sometimes even destroying modules beneath the armor. Ricochets were capable (sometimes) of destroying laser frigates. Hits directly to the sides were often tearing ships a part and even shots landing almost at the edge were still penetrating. Direct frontal hits almost always resulted in instant kills. I finally managed to create an armor setup that could "withstand" the shots: 1cm of diamond followed by 10m of graphite aerogel followed by a 1cm diamond wipelshield 4m away from the aerogel. However, I am not sure if this was actually withstanding the impacts or bugging out, since the armor did not get damaged, even after repeated hits to the same area and most impacts didn't even leave an entry hole.
Can somebody here come up with at least reasonably practical armor that can stop these rounds (perhaps not when flat on, but at least armor that doesn't disintegrate on deflecting these shots), because I sure can't. (Please excuse my noobishness)
Edit: Also, does anyone know what this kind of projectile would do if fired at todays earth?
P.s. This is not meant to be a practical weapon, in case someone thinks that. The only real use I can come up with is bombardment of celestial bodies with non nuclear weapons/ with heavy defensive capabilities where nuclear missiles or missiles in general are not an option.
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Post by omnipotentvoid on Feb 12, 2017 8:09:43 GMT
I think you were referring to this thread when it comes to gun laying? I was unable to find anything else. Suppose I am travelling at 5km/s perpendicular to your firing arc and at 1000 km. Your shells take over 12 seconds to arrive. An acceleration of even half a gravity can vastly change my predicted flight path vs your projctiles. Thats kind of what I'm saying: ships shouldn't be able to do. If I fire my guns at long ranges, ships instantly start dodging and they shouldn't be. Even with tracers, the projectiles are much dimmer than most radiators for reactors, making it difficult, even impossible at long ranges, to tell when an enemy is firing. Then, the only way to know your being fired at is spotting the projectiles or getting hit. The range at which you can spot the slugs should still be pretty short, even with advanced technology (especially if you're not using tracers). This should mean that you have a couple of seconds, at most, to dodge and realistically (in combat situation with possible debris in the area) the time should be in the region of a few to a few hundred milliseconds depending on projectile size, speed and your own detection capabilities. The only time the ships distance to the enemy should really matter, is if the ships can tell if the other is firing its weapons. The fact that dodging is instant is what makes for relatively short ranges for KE weapons. Like I said, with the construction techniques, materials and technologies available, dispersion on guns should be insanely small. In fact, I think that KE weapons with low fire rate (even with reloads upwards of 10s) and kinetic energies in the hundreds of megajule or even several gigajules would be viable, if ships didn't magically know round were coming in their direction.
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Post by omnipotentvoid on Feb 11, 2017 22:35:40 GMT
In CoADE though, range is assuming your target is capable of 1G (I assume). Your accuracy would be higher vs earth-speed targets. UHMWPE (Spectra) is pretty good as a barrel material, though it builds up heat quite rapidly. Not an issue for most microdrones issued with small magazines; they'll run out of ammo before the barrel melts. Thats another thing I find rather odd. Engines in CoaDE are generally rear mounted. This means, assuming that you can tell which way the target is pointed, you can predict the general direction the ship will accelerate. This is especially true if you observe the exhaust plumes. In reality a good targeting system should be able to predict the movement of a ship with only rear facing engines easily. The only propulsion setup thats truly unpredictable is side mounted omni directional thrusters (like RCS ports, but with big engines). To really have a chance against a good targeting system you need the ability to accelerate in at least perpendicular directions, otherwise a range of possible positions is easily predictable and relatively easy to saturate with fire.
As a side note, speed is not the deciding factor, but acceleration. Looking at terrestrial targets, most are engaged (even at extreme combat ranges) with dumb fire munitions (cannons) often beyond the horizon. The only targets that accelerate fast enough that homing munitions or rapid fire guns are thought necessary are jet planes which can achieve acceleration in excess of 10Gs. As far as I can tell, only drones and missiles achieve that level of acceleration. To that extent, I find the rapid fire nature of large weapons somewhat silly. Area saturation/fire density are only relevant against targets with very high and/or unpredictable acceleration, which, as stated only really applies to missiles and drones. This means super high rate of fire guns or lasers are still the most effective point defense weapons, but super high energy / velocity weapons would probably be more effective against capital ships. Especially projectile weapons should be more effective. Enemies shouldn't automatically be able to tell if you fire your guns. Accelerating under the assumption the enemy is firing is a bad idea, because fuel is limited and you simply have to hold fire until they've run out of deltaV. The only option they have is to accelerate once they spot the projectile. This isn't ordinarily a problem, since, in railguns for example, the projectile is very hot upon exciting the barrel and thus easy to spot. However, most of my ship use reactors with outlet temperatures in excess of 2500K. Far above the melting point of my projectile. At maximum, I'd say you'd be able to spot up to 30Kg slugs at a range of several Km. Considering the velocity of these slugs is at least 1 or 2 Km/s this gives you only a few seconds to accelerate. Small targets up to about 10-20m long accelerating at >1G have a good chance of dodging. A ship over 100m long accelerating at a few hundred mG does not. This means that barrel alignment with the target and barrel deformation become the main limiting factors (as they are today) of accuracy. With a combination of gyros, geared turret rings and piezoelectric stepper motors, barrel alignment should be amazing 200 years in the future. Barrel deformation should also be significantly reduced, considering the advanced materials and production capabilities available. Add to this that the main reason for inaccuracy on earth is atmospheric interference (and thus irrelevant), guns in CoaDE should probably be accurate in the thousands to tens of thousands (if not hundreds of thousands) of kilometers for capital targets.
To emphasize this, I'd like to point out that I've made a railgun that fires 1g projectiles at 82km/s. Spotting those projectiles before they hit should be extremely difficult, never mind dodging them.
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Post by omnipotentvoid on Feb 11, 2017 17:34:24 GMT
The problem is that the game assumes that gun barrels are monolithic; while in reality they are composite. Irl tank cannon barrels are actually differentially heat treated, allowing barrel thickness to be dropped dramatically. Also, what are you making the barrels out of? Vanadium Chromium shouldn't require a high thickness. I was using maraging steel, so my barrels are probably unduly thick (I stopped playing around with HEP weapons pretty quickly). However such a thick barrel should yield pretty good accuracy despite the material. Achieving only the accuracy of a modern tank gun with an extremely thick barrel and without the interference of gravity/Coriolis forces 200 years in the future is pretty underwhelming, which is the point I tried to make.
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