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
I build a ship with nearly 80km/s deltaV, 469 kN of thrust and little over a day burn time. And that's with 1.5kt of mercury.
If you know how to build high temperature compact nuclear reactors (See official forum thread), they're one of the best choices for capital ships. For in-battle manoeuvres you can use high thrust fluorine-methane directional thrusters (hydrogen takes up more space) or hydrogen deuteride nuclear thrusters.
Sub 1km/s velocities are also pretty slow, and without nuclear payloads your projectiles will be expensive if you want to do any damage.
Is this just a bug, or is there something I have to do to get a custom payload on the list of payloads I can actually deploy?
Right now, the gun creation module seems like it can only reconize one type of flak being viable for sticking on the gun, despite there being 3 different flak payloads in the payloads section. I'm not sure what I'm doing wrong here, or if I'm even doing anything wrong.
Progress Update: designing the 46 cm gun.
Part 1: The Payload Module
So, as part of designing the Yamato gun, I first needed to make the fragmentation payload. It was at this point I found out the sliders don't actually let you model a single 1 tonne fragmentation warhead. So, I did the best I could below:
http://steamcommunity.com/sharedfiles/filedetails/?id=774702928
I used Iron because it was cheap, same with using Nitrocellulos. 90% iron, 10% explosives. I have no idea if that is optimal or not, and would appreciate anyone's opinion on it. Shape was so it can fit in a 46 cm gun, and I also have no real idea whether or not the shape makes sense or not.
It produces about 3,000 30 gram shrapnel pieces, which sound's deadly, though I'll have to test it as some point. Not really sure yet how to interpret the "shrapnel at hit" graph.
Part 2: The Payload Ship
So, time to create the actual payload that will go in the gun. Here I was able to fix the problem of the shell being too light: by putting more in: 9 in total.
http://steamcommunity.com/sharedfiles/filedetails/?id=774702775
So, theoretically this thing should now produce 27,000 30 gram fragments, assuming the game doesn't model the fragmentation of the actual armored shell. If it does that could add some 300 kg to the existing 810 kg of shrapnel.
If the round works as expected, it should have large enough fragments to do serious damage to the enemy ships if they manage to hit, though I'm not sure at this point if my computer could even handle one of these going off in real time. I'll just have to see how taxing this is.
View of the externals of the round:
http://steamcommunity.com/sharedfiles/filedetails/?id=774702819
Part 3: The Gun
This was the most chalanging, and where I realized how much I'll have to change from the actual design. Here's what I ended up with:
http://steamcommunity.com/sharedfiles/filedetails/?id=774702697
http://steamcommunity.com/sharedfiles/filedetails/?id=774707722
As you can see, some sub-optimal decisions had to be made. Rotation is slow, but the actual Yamato main guns had a rate of arround 5 degrees in real life anyways, so that's not a serious issue.
The gun weight, without any ammo or a turret, comes out to 300 tonnes. The historical Yamato 40 cm gun weighed around 160 tonnes. Some of this might be me not using the optimal material for the gun barrel or using the right propellant charge. Certainly there is more optimization I could do.
However, I think another major issue is how the game seems to model barrel thickness. It seems to assume constant thickness, which shouldn't be necessary since a gun like this has a fairly narrow location of peak pressure and a relatively long part of lever decreasing pressure. Thus, the barrel should be taper down as it goes, from a 36 cm to something much lower near the exit.
If the game is modeling things how I think they are, that could be adding 50 to 100 extra tonnes to the gun's weight, which cascades throughout the rest of the design.
The real concern however is the power necessary: 11.3 gigawatts of power to turn the guns. This seems far in excess of whatever should be necessary. It seems the turning wheel method employed in the model is a massive power hog. Also do to the way the turret is modeled, just making it bigger has major consequences: while with experimentation I can get power requirements down to about 1 gigawatt (still massive), the area to armor grows massively as well.
It really highlights the value of the historical turret design: you could have a very wide area to turn on for the turret, but then you could quickly elevate the gun up and down by moving it independently. This also let you keep the turret short, rather than this round way were doing it where the turret has to be as tall as it is wide.
But, that's just a reality of the game. I'll probably keep playing with it, see if I can get the power down to a reasonable level, and if one of you spots a way to optimize the gun better, let me know.
It's looking clear to me though that stock generators are going to be utterly insufficient for the ships power needs.
As a final note of the gun, I've noticed you can increase rate of fire almost arbitrarily. Given that, and the other issues, I'm thinking I might have one or two 46 cm guns with high rates of fire stand in for the 9 that were on the historical Yamato. Because there's no way I'm fitting 9 guns like this on a ship, and increasing rate of fire is just so utterly trivial in this game.
Maybe I'll do 1 5-6 thousand tonne turret with a rate of fire of 60 or so rounds a second.
You can use vanadium chromium steel as barrel meterial to reduce gun mass.
As a suggestion. You can make 3 turreted guns each representing a single Yamato turret. I.e. having x3 fire rate and mass of entire turret which is about 2700 tons according to http://www.navweaps.com/Weapons/WNJAP_18-45_t94.php#Mount/Turret_Data