Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
250 t Methane Tank on your frigate, destroyer and cruiser clashes with Cane McKeyton's stuff.
COADE has only one namespace for everything.
* move the flare ammo next to crew. It will kill the crew regardless of where it is if it explodes, so you might as well put both under the strongest armour you have.
* put small reactor or RTG on the ship, replace flares with small ones, shut down main reactors and fold their radiators when countering missiles. I often use that approch, the main drawback is inability to counter simultaneous missiles and drones/capships and that AI doesn't know how to use this.
* remove flares, concentrate on beefing up point defence and countermissiles.
OTOH rapid rotations are going to be much harder on the ship's construction than steady thrust in axis.
I build my ships with similar manoeuvrability, to be honest.
What your ships would *definitely* not survive is getting spun up to tens of RPS by massive ammo explosion with resulting tankage rupture.
And if you do want to keep those flares, at least wrap them in half the armour you have on turrets and move them somewhere under thick armour - given that they will kill everyone anyway if they explode it might as well be the nose or somewhere around crew modules. And rotate them to not be in line with external targets.
You have 1kt of conventional explosives on your ship, wrapped in 1mm of aerogel and half exposed at the back of the ship. For this mass you could have a complementary gun or laser battery or two and they would actually work instead of confusing your own missiles - 22t flares are just not practical, especially if launched at low velocity (meaning enemy missiles won't lose much delta-v) and the signature is still going to be too low if enemy missiles are configured for low cutoff.
Anyway, regarding your missiles, I would try putting fluorine around the warhead and hydrogen further away towards both ends. That should help keep some of the tanks intact though tank punctures still drop your delta-v fast. I would also add some actual armour while trying to preserve manoeuvrability. They are good at hitting and dodging PD fire but there is no dodging lasers and sufficient numbers of kinetic PD guns will score a hit anyway by pure chance.
I think drone would done some thing like usa did with yamato in ww2 , but not with laser ship :/
I think drone is much better solution , but not with my laptop,
When Ai love to pull out every drone they have just to fight single ship.
It took me 5 - 10 minute to test your gunship with other people ship :(
In the end i will create drone with some missile just to draw their intention away to get close and blow up their radiator away , then main fleet arrive and sweep them away. It take looooong time to test and finish it
Sorry for no reply to be honest, and some wrongful grammar.
It can screw everything inside the ship and leave a few propellant tanks at the front, but even all personal KIA,but my ship still has remote control located at the front (and other people design might have it as well ) , the ship still 100% in control, and you still have to worry about the cost.
I found that my missile is useless to fight a ship with a lot of laser pd or decoy , like your ship , 60 of them score no hit with your destroyer , if 60 of them hit , it still not done enough significant damage .
I tried heavily armored missile with many 10Mt nuke that i copy from some one else in the forum , deonate in very close to my fleet but still not done much critical damage , it just blow up some radiator , few main thruster or rcs .
Yesterday I saw you comment about missile, while i play coade , I immedialey check it .
For turrets osmium is pretty much THE optimal momentum wheel material (for rocket gimabals you might be more interested in minimizing mass at all cost).
You can still make the wheels very light by making them very thin - yes, CDE doesn't allow direct manipulation of momentum wheels dimensions, but it always tries to fit them outside of barrel armor cyllinder, so you can fine-tune that. The shape of the reaction wheels is shown on the diagram.
Good delta-v, manoeuvrabiulity and quite formidable in combat.
I like new reactor positioning too.
Very interesting missile design as well.
Some observations:
- decoy ammo needs to be moved and made sturdier. It's very easy to detonate at which point you have mostly hollow husk spinning at several times per second.
- decoy launchers could use better launch velocity, fast moving decoy requires bigger course corrections on part of the missile, and also puts more distance between missile and ship.
- multi-ton decoys are probably waste of mass - at this point you might be better served firing mini-reactors with high heat signature.