Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

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Overclocked Railgun Kiter for Career Mode
   
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Tags: Ships
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24 May @ 2:14pm
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Overclocked Railgun Kiter for Career Mode

Description
Need Meltdown Privew
Please check my all-in-one shippack too! https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3308054431
Please check my carrer enemy mod too! https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3459096936
设计理念,如果你是中国人,在贴吧可以找到这篇教程
Designing idea:
Using ai translation, although I will check it myself, there might still be some problems
Let's start by discussing weapon configurations. In the past, using railguns alone to break through large shield formations required a very high cost (I don't remember the exact setup. In short, it required four very long railguns and two shorter ones to draw anti-air fire. This setup was not only extremely expensive but also very heavy, requiring a lot of thrusters to improve acceleration). Therefore, we generally recommended extending the railgun length to maximize range and then increasing damage by adding more barrels (typically 2-6 railgun barrels were common), while bringing some EMP or other tools to break shields.
Now, overclocked railguns can easily break through overclocked large shield formations—you only need four railguns with their length extended to 12 accelerators (146%). As a result, there's no need to bring EMP anymore.
For armor, you can make the midsection thicker to tank overclocked railgun hits (though my example build doesn’t do this, since official ships don’t have it yet, and we’re not sure how they’ll design them—we’ll figure that out later). The rest of the armor can be lighter, mainly just to block some EMP and prevent your shields or engines from being disabled (as shown in my earlier diagram). Regarding the issue of not being able to stack armor in front of thrusters—usually, if you extend the armor far enough forward, very few shots will get through. If you absolutely want 100% coverage, you can also wedge a piece of armor in there.
For shield setups, the old design of small, centrally placed shield arrays is less effective now. Back then, even if railguns could one-shot your shields, their penetration was limited, so they could only take out one shield at a time. Now, with infinite penetration, the small shields’ combined HP isn’t as useful (though you can still bring them).
Large shield arrays shouldn’t be fully overclocked—that might not be optimal, since their coverage area is too small. In my design, only the two central large shields are overclocked. The ideal setup would be four overclocked large shields with a few regular large shields further out to protect the railguns. Here’s an example from rosehip showcasing a purely min-maxed design:
(Now, overclocked batteries let you move three batteries at once, which is why I used a battery + small reactor setup earlier. Compared to just using a large reactor, this saves space, is cheaper, and has similar efficiency for a long time—until the batteries run out, but by then, you’ve usually already won.)
In terms of speed, we still don’t know exactly what future build-in ships will look like, so we’ll have to wait and see. For now, 100 m/s is sufficient to handle most situations. Here, I’ll briefly discuss the impact of overclocking on engine design. From the perspective of crew efficiency in career mode: Overclocking thrusters is a must. As for the specific design, here’s what I’ve come up with so far:
The piping has to go through the center to allow for mass stacking. This design achieves roughly 5,000 units of thrust per crew member. If anyone comes up with a better design, feel free to share it with everyone. From a cost perspective, I don't think thrusters are worth overclocking at all—the value just isn't there. You're better off sticking with the original giant thruster clusters (standard and large thrusters offer some cost efficiency when overclocked, but giant thrusters don't). The space you save just ends up being taken by cooling pipes anyway, which isn't useful. Also, let’s specifically talk about MRT. While I don’t think overclocking the extender of MRT is particularly useful... that x0.6 acceleration time from overclocking the nozzles is amazing! Because of this, railgun kiters can now realistically consider using MRT—the acceleration time isn’t nearly as punishing anymore.
While thermal missiles do offer excellent heat dissipation, their short range makes them less practical. In Career Mode, radiators that don't need material are undoubtedly the optimal choice. There's not much else to say here—just add them. If possible, avoid placing any obstructions in front of radiators, as this reduces efficiency. Additionally, based on your railgun setup, it's best to allocate at least 1 heat capacity per railgun—otherwise, heat won't dissipate effectively (and it's wise to reserve some extra capacity for shields as well).
The above are my personal opinions. Welcome everyone to point out any problems!
3 Comments
SinfulxSaintx 8 Aug @ 4:30am 
This is the strongest default like no mods added ship I have ever used its stupid i love it lol.
GreenShickenX  [author] 13 Jul @ 4:01pm 
hupo.jh 11 Jul @ 2:38pm 
cue the yapping