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Also, take into account that huge swarms of weakly armoured micromissiles are a ripe pickings for nuke interceptors and that in theory, antimissiles should trump missiles, because missiles have harder job to do (they need to get to the target and tank laser PD, which anti-missiles don't - just don't ask me to construct good kinetic anti-missiles, I suck at guidance).
Finally, there are ways to have manageable decoys on a high-power ship. You can have low powered auxiliary power source, and shut down reactors and fold radiators to reduce signature. Sadly, AI can't do that, but my ships tend to have this feature.
BTW, decoys are not foolproof. If you set low enough cutoff some missiles will chase after the ship anyway and fast missile IS a hypervelocity projectile. Then there are drones.
Just as if a aircraft carrier was facing a battleship today if this ship is head to head with a gunship something has already gone horribly wrong. Thanks for the advice though. I'm probably going to make a gunship at some point
Even when powering everything else down and firing 15km/s 10g RGs your armour didn't hold.
Against 100km/s RG it was literally about a second between first impact and total crew kill.
[Core] version of Dragon is just that - a stock tech version. It's a good ship by the standards of stock stuff, but you can only do so much with stock modules. It's hard to not fight at a disadvantage if the enemy outranges you several fold and your (stock) guns are horribly inaccurate.
Also, your 30mm PD guns have very weak armour and get easily flashed off by nukes.
My personal school of thought regarding location of the crew is putting it as close to the center of mass as possible (to help with spin resistance), preferably in more than one module, preferably such that as few of them as possible can be lined up, at least in typical combat orientations.
Reactors are more G-proof, so I just spread them around or provide auxiliary power.
Radiators missing is probably the dreaded missing module bug when you use external dependencies (like modules from workshop designs). I have seen it many times. Note that your ship in particular works properly for me - nothing seems missing.
* You can use ceramics for the finish. Gold is heavy, expensive and useless. Titanium nitride is much lighter, superhard and tanks nuke flash while also being gold and shiny.
* Try not having external modules line up, so that aiming at a single turret strips an entire row of the off the hull then blows up a launcher.
* Spreading CMs along the length of the ship can make it resilient against broadside hits, but makes it easier to kill the crew with a spin. Note that putting CM in the nosecone only works if the nosecone provides superior protection and is extra vulnerable against spin.
* Putting all the CMs on the centerline of the ship makes it easy to kill it once the armour gets penetrated in nose forward orientation.
* Chemical primary propulsion is not a good option for large ships. The exhaust velocity is just too low to give you good delta-v without sacrificing everything else.
* For a ship this size you have very low power generation. Packing more could give you more firepower.
* Spreading reactors around makes it harder to 1hk the ship.
* The ship has virtually no armour against hypervelocity rounds. It literally goes down in seconds when hit with high velocity railgun/coilgun fire, even when using armour slope (nose forward). Whipple shields, especially stuffed, and ceramic hardened are your friend.
* You have a huge, fragile full diameter ammo compartment smack in the middle of the ship sandwiched between two crew cans. It is almost impossible not to hit after which it explodes taking most of the crew and good share of the internals with it. You also have a bunch of explodey launchers clustered in similarly vulnerable location.