Rail gun ready for testing

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    Ideally either a one block hole, or have a radius of one.

    This is a precision weapon meant for finishing off ships, knocking turrets off, ruining subsystems, and very good at hitting things in straight lines.
     
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    It needs a physical projectile which must be reloaded and expensive to make. It should only be able to hold a limited number of projectiles before the player must go up to it and put more in.

    On an actual railgun the rails are damaged with each shot. So the rails should require repair or replacement and the efectiveness should drop off as the rails are damaged. It should also be costly to replace them.
     
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    Why not just have the Railgun a slow firing, long range penetrating weapon, as opposed to the quick firing, short range, low penetration AMCs?
     
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    about the slow firing, just like every other weapon the more block you use the shorter the reload down to a minimum of 5 or so seconds in between shots. and to the guy above your post, come back when you know what your talking about. Thats the entire point of adding a railgun, just so we can have a differnt damage type.
     
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    I heavily disagree that railguns should increase fire rate along with size. Logically, it would take more time to power up additional magnets.
     

    FlyingDebris

    Vaygr loves my warhead bat.
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    The bigger, the faster and harder it shoots, but the slower it reloads. Larger and heavier does not equal faster reload. Also, no manual reload. There are plenty of automated systems out there in real life. The rails shouldn\'t get damaged, that is just horrible for the person using them.
     
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    a minimum of 5 seconds but have it use so much energy that just regaining that energy is the main reload.

    how about a real rail gun in testing? http://www.youtube.com/watch?feature=player_detailpage&v=y54aLcC3G74
     
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    rails get damaged .25hp for each shot, and have 100hp? that\'d give you about 200 shots for half-health rails and 400 for OMG I HAVE TO REPLACE MY RAILS. it\'s realistic because real rails in railguns wear down from the friction and heat. go back to base, get the astrotech beams and get busy on maintaining your rails.
    i think railguns have to be basically weapons with the wear on them and a very slow reload, energy cost, SHIELD COST (energy in shields redirected into railgun firing) and recovery time. it makes them practical ONLY for killing capital ships with their high instant penetration properties, but risky and would still have to be very large to actually 1-shot a capital ship (the capital ship can only be 1-shotted by a railgun in a ship that\'s larger, and would take multiple shots from a smallr ship\'s railgun to kill). the railgun would have a much long reload the larger it gets, and damage would ignore 50% of the shields if the damage from the railgun was above a certain threshold like 5000 damage...



    the recovery time would make fleet warfare more strategic where you\'d have to defend your fleet\'s railgun ship (if it were crucial to your strategy to take out their larger ship) and hopefully put up enough of a fight that the opposing side would think against using their more massive railgun because they would then be left vulnerable and shieldsless for a good 10sec or so. puts some focus on the smaller ships\' importance in an engagement.
     
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    before this is put in, or if ever, Make your own rail guns on ships!: make a barrel with maybe a 10x10 opening, whatever you want, inside there make a dock for a ship. the ship would be all dis integrators except for a layer of hull going on the back and sides, so the ship wont explode in barrel. now set up pulse thing with the output beside the dock, and a very strong force. Now this would be done while sitting still. Now aim the barrel to the target. Quickly, using hotkeys, undock the bomb ship and pulse the ship out, you would need a cone or something infront but protected so it wont blow in barrel.
     
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    And also a few other things.

    self damage has no place in this game, and no other gun can damage itself. do some research real railguns don\'t damage themselvs or we would never use them.

    If there are that many bad thing about a gun, AND only hase one use, on one kind of ship no one would ever use it.

    Make a real example, with approx. numbers such as the first post. its hard to code somthing if you don\'t know that much about it.
     
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    you basicly described a cannon. You\'re \"railgun\" also does the wrong damage type (AoE instead of penitration).
     
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    Based on posts on this topic, if schema where to adda rail gun this is how it would work.

    It will work like this, each block placed that is connected uses 50 energy, adds 5m/s to the projectile thats 1/2 meter tall and wide and 1 meter long. For each m/s it does 20 damage. It will do half damage to sheilds and if it gets through then it will damage the blocks behind it in a strait line with an AoE of 1 block to each side ( top, bottom, sides, and courners). The reload will have a base of 0-6 seconds depending on tester balencing. Then you can not fire this weapon untill you have the required charge to do so( witch will be alot). Making the large amount of energy needed the reload.

    So lets say you have a 400 block array of railguns, the projectile will go at 2,000 m/s cost 20,000 energy and do 40,000 damage in kenetic energy. for each block it hits it will subtract the blocks health from the total damage and destroy the block. It will do this in a strait line untill it either hits the core, overheats it and \" shatters\" doing AoE (because cores are invincable and the left over kenetic energy has to go somewhere) or misses the core and keeps going untill it runs out of kenetic energy and damage and stops.

    So if it hit a ship with 100,000 sheilds, it will be left with 80,000 left. It fires 4 more times and takes down the sheilds (witch took 25 seconds minimum ). fires and has 40,000 DAM, goes through the ship untill has no DAM left (witch is 44.44 long but 400 block total blocks). now all we need is for the dev to have people test it, and balence it out more.

    this came out of the discution from this thread. http://star-made.org/content/how-about-covanet-glassing-beam-halo-or-maby-mac-cannon-unsc-halo
     
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    You know what I think would be cool? If there was a way to customise the emitted weapon based on the configuration, layout or orientation of blocks, or blocks of different kinds in chains, each different block could provide an element to a weapon, and changing or adding components could contribute to the result, right down to beam or pulse consistency, colour and penetration. This way you could invent a railgun yourself by adding enough of a certain element. You could have dozens of permutations.
     
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    How has it not come up, in all 30 odd posts in this thread, the idea of a coil gun or Gauss gun? When you have to replace the rails every shot or two, one might look at a less damaging method of firing a ferromagnetic bullet.

    Coilguns work by levitating a projectile in the barrel between some coils and then using a linear motor (similar to a railgun) to propel it forward. More indepth article here http://en.wikipedia.org/wiki/Gauss_gun .

    It would work in that: the area is created by making a larger box (actual box shape not box dimensions) with a hollow interior. one face (the face that the projectile will shoot out of) will be empty and allow for the projectile to exit.

    Balance comes as follows: length increases speed and range, width and height increase bore diameter (how wide the hole will be) and damage but decrease speed and range slightly, and any increase in size lengthens the reload. Rates are up to Schema but it should have a huge reload regardless. also, nothing can be in the \"barrel\" of the gun or infront of the hole else it won\'t work or will blow-up respectively.

    No damage is done to the system (assuming correct construction) as the projectile never touches the barrel.

    So boom, Science.



    Edit: cool down should be something that is mandatory, so should a charge up period. also, coilgun pistol in action, http://www.youtube.com/watch?feature=player_embedded&v=GjMTffRav-I.
     
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    Charge up time that drains power.

    That is all.
     
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    what will happen, but it works like this, you click it fires, then it has to charge up before you can fire again.
     
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    No other weapon in the game depends on its dementions so neither will the rail gun, witch is closer to being used in real life than a coil gun. http://en.wikipedia.org/wiki/Railgun
     
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    Rain guns do not use magnets, they use the electromagnetic field created when you ram a super high current across the rails through the projectile, causing it to be pushed down the barrel. (IE in sci-fi movies, when somone touched something like an electric fence, they get thrown back, same concept, but highly controlled)

    Point being, rail guns can literally fire as many times as you want till the capacitors run dry. If you have the power for it, there is no reason it can\'t fire. This is why a rail gun in game would need ammo rather then just energy.
     
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    I am going to assume that you meant dimension and on that I disagree with your statement. The pulse weapon has a xyz effect as to how it is set up. Yes a railgun is closer to being used in the real world militaries, but only because you can make a more portable system for naval artillery (navy is investing in a system http://www.onr.navy.mil/Media-Center/Fact-Sheets/Electromagnetic-Railgun.aspx) but in space, you won\'t come across the rails needed to repair your gun as easily as you might on Earth. Coilguns take more space, but have fewer problems in maintnance terms (citation needed). They also (theoretically) would work better in space than a railgun because the projectile is already levitating, so that means that a lack of gravity will not affect it. Railguns have their projectiles shot along rails, which can wear out (unless it is made out of Boron nitride, http://en.wikipedia.org/wiki/Boron_nitride#Cubic_boron_nitride) as opposed to the theoretically never wearing out coilguns making coilguns have a much better longetivity than railguns do.

    So boom, counter arguement.