Children of a Dead Earth

Children of a Dead Earth

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Atomic Corkscrew
   
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2 Feb, 2019 @ 7:44am
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Atomic Corkscrew

Description
Quite effective, maybe *somewhat* cheaty, ugly and unrealistic, multi-purpose, fleet-killing Dronecraft.


Length:11.4m

Diameter: 1.8m (hull) and wait for it... 230m total (damn.big.radiators.)

Targetable cross section: 12.3m² (luckily radiators don't count)

delta V: 11.2km/s

TWR: about 0.5g (magnetoplasmadynamic) 7.1s to turn, 1.4s to roll

Armament:
-10x100MW near ultraviolet lasers with 24 mounts 1.8MW/m²@1000km, set to engage at 350km
-10x1GW non-capacitor railguns, 1g of carbyne every 50ms at 18.1km/s that become effective at about 200km, depending on the tagets thrust and the gravity-well (they draw the GW around 6.6% of the time)
-2 micromissile-launchers with 148 missiles total, somewhat laser resistant, will draw laser-fire to protect the drone, they are armed with micronukes and can be quite effective against ships and fleets that don't use decoys, notably stock gunships, but ymmv.

Armor:
0.5mm graphene + 3mm polymethylpentene ablative layer on the nose will give you quite some time against stock lasers of low intensities, the radiators are hard to target with lasers, for their base is behind armor bulge.
It's not designed to take GW/m² laser damge or even kinetic impacts. While it's small size and long range reliably protect it from kinetics, you'll have to think of something else to throw at laserstars.

Power:
1.07GW, the 70MW being reserve power for directional thrusters.
The reactor probably is the single most cheaty part of this craft, using Proton "fluid" as coolant and graphene-cermets for its ridiculously high-temperature reactor core.

Weight: 6.41t

Cost: 142kc

Crew-requirement for Launchers lobbing these will be 6.

Requirements: Those awesome materials mods uploaded by Fgdfgfthgr.

How to use:
-use them one at a time, or deactivate the railguns on all but one (one drone is enough for vanilla fleets)
-NOSE FORWARD!
-set laser target contribution off, set ignore range if the craft is oriented nose forward, don't set the railguns to ignore range until about 200km away from target, or they kill your framerate rather than the enemy
-target enemy lasers first, long range kinetics second (or critical weakspots first, if known)
-launch small groups of micromissiles to divert enemy lasers
-use the opportunity to practise your evil-genious-laughting-technique, when it's setting a 1000x more expensive fleet ablaze

Thanks to: All the community for sharing their ideas, test results, crafts and material mods, special thanks to RocketWitch and AtomHeartDragon for enriching the community (all the way up to 97%) and qswitched for the great game.
2 Comments
NoX  [author] 7 Feb, 2019 @ 7:58am 
Well, I could and I used to. But that would make everything bigger, heavier and less cost efficient, of course. And that's something I, personally just cannot enjoy with my spaceships/Drones/missiles, I usually don't even use a stock limits.txt file because it, well, limits me too much.
Also, i don't like drones with single weapons anymore, because of the way target contribution stops working for groups of drones with one gun each.
But 3-5twr and 6km/s sounds impressive without future materials.
Innocent Player Banned By PA 7 Feb, 2019 @ 4:39am 
Using Future material pack is quite overpowered considering the available armour materials.
Can you build drones without it? To me, I can control the drone to 70t class which equiped with 60mw reactor, 1 main cannon, have 3-5twr and 6km/s dv.