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Children of a Dead Earth

Burning Bridges

Enviado de meu SM-G3502T usando Tapatalk
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Still not yet but ..

images


one day

I .. WILL!!
 

Beowulf

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Mar 2, 2015
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Yep, just do it, you will be surprised, how this one is surprisingly one of the better space sim, despite belonging to "general gaming" for Infinitron.
 

DraQ

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New patch arrived (adding cool stuff like multibarrel weapons, multiple engines on single gimbal, better module packing, flattened ships, custom campaign support, mission editor, some nice new stock engines, etc.) and I've been fixing my designs because of that.

Now I have finally managed to fix every stock design that won't need complete reworking or won't be easier to recreate from another rather than fixed:
https://steamcommunity.com/workshop/filedetails/?id=1371073716
 

DraQ

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My fixed and improved collection of stock components ships (no dependency issues and a showcase what you can still do without simply outteching and outranging the enemy):
Tanker:
https://steamcommunity.com/sharedfiles/filedetails/?id=1369738017
10kt of mostly methane without armour to cut into precious delta-v (warranty void if exposed to enemy fire).
Used to get ships that do have weapons and armour places.

Edit: see "Sleipnir" below.
Dragon class gunship:
https://steamcommunity.com/sharedfiles/filedetails/?id=1362435835
12kt, functional equivalent of game's stock direct fire bruiser - if by "functional equivalent" you mean "can 1-on-1 stock gunship without losing components or taking hull damage (there will be some turret armour ablation due to lasers) while under AI control (both set to aggressive)" and "has been tested simultaneously against 5 stock gunships at gun range without taking ANY damage on manual control" - the tonnage is basically "Gunship, rounded up".

Possesses superior acceleration (almost 1G full), delta-v, manoeuvrability and armament to the stock model (including 145 flak missiles and another 145 striker missiles with 2.45kt nuclear warheads - so it doesn't strictly need to get into gun duels).


Actually, a post-battle shot, even though you couldn't tell:
C643EB2E3D2C9283A7EAB898C4E80915F3C7CFE3

In battle (1-on-1, AI controlled):
203764E4AFB64F1E712BCBBD9653AB75DE072153

4BDDBAC0F75CC672ABC450F94CA3852CACEA962E

337B82AF97E77B6EF68C7925528E76FB2F907BF9

41FE97C4DBB26808CC8D0A49D6A6946EE349A85A

With the opponent you *can* tell it's a post-battle shot:
2DEC9D2E80FE50D2A2BC1A4FCA80A42BE4948250

Finishing off the last of 5 gunships (another battle, manual control):
0B6CEFA2FB8409B0B833D1F1131009585972A3DB

Specs, compared to stock Gunship:
9F97C40782790F39F82C8AB21AFD945B08D5749B

BAEEDCC3BACCF51F635758E5B2D9966DA9FBD8B3

3F9B5FDE5A4583B84A14BBAA9DE6A235434EE77A
Gryphon class frigate:
https://steamcommunity.com/sharedfiles/filedetails/?id=1362436412
https://steamcommunity.com/sharedfiles/filedetails/?id=1374794326

6-7.5kt (depending on variant, A is basic, E is extended range), effectively half-a-gunship (A) or functional equivalent of game's stock laser frigate (E), delta-v included - again taking some liberties with "functional equivalent" - it's a more well rounded ship and has been tested against 10 stock laser frigates (manual control, fighting against multiple laser ships without taking (too much) damage generally takes some special techniques, like setting up protective missile screen - missiles make a good laser bait as the cost of ignoring them tends to be too high).

Gryphon-E, tanking some railgun fire (and returning some of its own):
A7F225F77467B5F0CB1795F4EEE7E5947F1F7A19

Pair of Gryphons, soft-killing a gunship around Remus (moonlet of 87 Sylvia):
B73E714B07407E9F70EC68B9E588324263C023AB

48F1292E729DCCBC8ED361F7C751687722AED397

7639D5D12E4C94663D4B9C02CE82EA452DFD40B5

910E9C974DFEC1B7D6C452362E19E76009CC45C3

Pair of Gryphons, taking on Voitenko's fleet:
567548185C99D19C45081D8A66A8A675E1D6C440

509895E9FB9EAD03BAE8F960801311B4B69CAD37

Battle against 10 laser frigs (featuring some self-inflicted damage due to too-close nuclear detonations):
250E7E7725540B8C326280012C3414B94FE33EDE

F844DF388791BF435E19E22A437D7EC3A5CF7E83

F02DF26E091E7BBF22B51D9C81C8FA2B1439B45A

CFEDC133EE2AD5587417E7DC2494DF9BB2AE3BD2

450FDD9B9A9A89020C21A64DCE008E98C9A8D79C

24559501A64516D5AA1B9565947FDD529855B392


Specs, compared to laser frigate:
Gryphon-A:
2F52F8B4C86846EA562F12A1F48B5EE4F9E073D3

FE8DAB8933B1FF33ADBF5370D3718FAD39A6C29F

Gryphon-E:
FCD041C93E58EC0ADBDCFD84D74D849F5F389F69

019BE7D0BE7115E1E47A60F72D5DAEA1F693C9E1
Leviathan class fleet carrier:
https://steamcommunity.com/sharedfiles/filedetails/?id=1371086181
15.9kt functional equivalent (see above) of game's stock fleet carrier. Has around twice the acceleration (not as much as my direct combat ships, but still enough to, for example, dodge drone fire), 1.5x the amount of stinger drones, added small wing of beam drones augmenting its own laser defence (also extra) an a lot of missiles. A bit more delta-v too.

E52EBDC7DD9B749F9942A95D5FC452EF81C7F4BB

C1528694971D4B6D79492C0B4025D495EBABFD92

80103DE66855FBCD0BCDDC069B0CA4BDAF9CFC08

D7F6B1D688AB772591DD9FE0470541A09249BDCD

CD14FD269EF302779E74E4E821A039EC0EFE25F3

33169DCD0735967A63328AA9BA28397B1E43CCA1

6C5EAB85542CE9550903846D08F7E3D6FA4FE5ED


Specs, compared to fleet carrier:
3C9CF46DB63946D16DEEC1B2030D5074240CCBDF

0235F169B203769D11278D020290F2DE8AE7E898

All the ships listed have power generation split between forward and rear reactors, backup RTG (in case of full reactor loss and to enable signature reduction - scram, fold, launch decoys), crew around centre of gravity to better handle spins, all refractory radiators (even for the crew), diversified weapon battery and externally hardened (CVD diamond, titanium nitride, boron carbide) MgAlZn alloy whipple shields stuffed with thick layer of graphogel, with boron filament/amorphous carbon/PBO fiber sandwich as spall-lined bulk armour.

I have so far abandoned the RCS schemes, but retained the angular hulls.

Edit: Used quote tags to auto-shrink the pics.
 
Last edited:

Cael

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Joined
Nov 1, 2017
Messages
20,287
I saw the thread name and immediately thought, "You are the children of a dead planet, EarthDeirdre, and this death we do not comprehend. We shall take you in, but may we ask this question--will we too catch the planetdeath disease?"

But this is not AC2 :(
 

DraQ

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DraQ made some moar stuff - tanker overhaul and some smallish ships.
Rejoice! ...or else.

"Sleipnir" class 10kt methane tanker:

"Sleipnir" has started it's life as a modification of previous "Pegasus" that was extensive enough to warrant rename. Apart from new look the modification also increased its delta-v, mass fraction AND acceleration, making it better suited for manoeuvring along with main battle fleet or braving deep gravity wells (though taxiing officials' offspring around the Solar System is also within its capabilities).
Named in honour of its 8 NTRs (2 on standalone gimbals, remaining 6 in clusters of 3) "Sleipnir" needs to be handled with care when nearly empty, as rapid reorientation can produce enough g-forces to kill the crew. Thankfully this issue can be easily avoided by switching off some of its engines.

7B1781DD7BE6E20791EA9E0413186C9EA4A14951
570BBD6B45D517A9C6C498A6FADB06F816A5BA67
9F269318121AAC42CF652392551C8D6AD3E31A5B
643DE372DD03A53FB1FD367AFBF7BA53E5187C03
60EC301A48A17FA72CA97F4BED3DB16295E39BC4
"Werewolf" class conventional cannon cutter,
and its twin-engine (ok, engine cluster) variant:

A direct descendant of the cannon-only design I used to beat the campaign, "Werewolf" is surprisingly versatile and powerful for such a small (<1kt), constrained (chemical cannons only) vessel, capable of handling - accompanied by "Sleipnir"(s)when necessary - any combat mission in the campaign with little to no loses, and able to semi-reliably solo a gunship in the handls of skilled commander, with its "shotgun-style" 10x 33mm spinal battery ripping hulls open with frightening ease.

E73C00C3C12312829B3014C36BDB42C5D673EDA3
891BA2A379511C629373038C6C21DADB56720FF6
DCA4881D77DA775F5902F4F46064070F6894D4E3
7E97C8CB77E18F5A40294C3B6F89EB63DBA50B8A
BFA8EFE759EB66CAEFFC2915AB5C64B5A1979BAA


9408F002D3FEA3633DCB2F936C3956E20B822C7B
D7775F63073F58C4D6240CDB9BACBB2D71205B84
B799AFDC4EACF05A7676398690F7365D2B00CE0B
D135C84334D0F27C54FDEBAFAF531DBFE7131C6E
64062E743E5BCAF3DB7EE7700EE162583F0D9A99

31421ED666B308914F008E61644CF05ED5143D42
9F846A242FF41A0A2C198EAD7434B19E8ED2E5C5
7B82B7FF5E244A8125518F1842DCFCC9E5CCF38F
EC34994ADC737CFFED1911E25C5806214AF8A59D
3B802ADA0852BDC80743B5B2CC4F1204D9F1D8E0

5A26A84F2D89A577BD76CDD520BD0AF57F3FD6CC
20F07BE001513857B4949E11E67D8584EE6D5CD4
902C6857F89CE836DF865060FFD2769296CD9B56
EBC763BD185330604FC9B3BD26E1A449CE9417BC
5004FCF8E95C494D7D47DBB872A710E010C414DA

57F5B72CB5DE4DAC57A4FF49B89FD09C67FD6F88
E189A2A68DEBA63E3C700CE52B9CBCD5E368003E
"Centaur" class railgun/missile cutter,
also with a dual gimbal variant:

Based on the same core concept as "Werewolf" (and actually branching off that project), "Centaur" differs in armament, relying on quad high-velocity railguns to deal damage from afar and a pair of 15x forward blast missile launchers coming in two flavours - nuclear and flak.

686E47B5CE3DBE4BBD6769CC9087397E60E50BDE
2EFED53906334B69CEE1EC3125386CCE0DCCADA7
2149A7B0BEF724FE176CC5E3C138074D6D223FC0
05454260068B333D92A5A61EB97D3CBDD4B77854
CC352C522B9AFB2EE6923A18E8CDDB0C38045B3D


ECDDCDDB11CD1B5FAA755592AA6C022C541C79CA
4F0C694868484FA93BC0C6D71EF579A1978A83B6
 

Norfleet

Moderator
Joined
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Messages
12,250
Is Orion in the game? Can we actually make Ol' Boom Boom? And when does this get put in the SPACE! section, given that this is *THE* SPACE! game?
 

DraQ

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Is Orion in the game? Can we actually make Ol' Boom Boom? And when does this get put in the SPACE! section, given that this is *THE* SPACE! game?
There is no Orion, although a crude and inefficient (and not usable in any practical manner) approximation has been accomplished using just the simulation mechanics and ship editor:


Normally you're limited to technologies for which there is enough publicly accessible data to model them mathematically in game (so no Teller-Ulam nukes or nuclear shape charges either, just ordinary fission and fusion boosted fission devices).
For propulsion you have liquid fuel chemical rockets (both mono and biprop), NTRs, resistojets and MPDTs - this makes the game quite a bit more interesting as you can't just piss on orbital mechanics and both thrust and delta-v are serious limiting factors for orbital manoeuvring.

As for the SPACE! section - I imagine it will get moved when the staff stops being such a bunch of horrible faggots OR when someone pesters them enough - whichever comes first.
:M
 
Last edited:

DraQ

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My reinterpretation of infamously broken Hiveship - an attempt to do something useful with hilariously vulnerable (also heavy and expensive) nuke cannons and questionably useful lancer drones and also an attempt to practically employ concepts outlined here:

"Basilisk" class destroyer:

The main idea here is a combination of hiding modules behind armoured umbrella, hybrid nose-forward/broadside design and employing additional sideways thrust during combat. The ship is meant to be oriented more-or-less nose forward (can use broadside command thanks to >9km/s railguns on the nose)and also sweeping sideways as it approaches and passes the enemy. The leading side is almost devoid of weaponry the trailing one has all the good stuff to be fired not directly at the enemy but at the point where the enemy will be at which point the ship will have moved and revolved to keep covering its (largely spherical) vulnerable bits. In particular the nukes are meant to be lobbed without line of sight to the enemy. The lateral motor on the trailing edge is meant to help with that manoeuvring.

Scattering briefly before resuming broadside orientation seems to work well most of the time, although it's not 100% reliable.

Specs said:

Pics said:
 
Last edited:

DraQ

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Going a bit silly this time - the biggest direct combat stock component design I could reasonably fit into a campaign mission budget (eats up entire mass allowance and almost entire budget in Solar Ties, can also do Fall of Titan if assisted by bunch of my tankers), plus something I could reasonably try mounting those 300MW lasers on (2x for redundancy - they don't seem to be worth the bother, admittedly).

You are probably going to be better served using a bunch of my smaller ships, but it is big and dishes out a lot of punishment.
It is also an experiment at maintaining sloped nose armour with nose mounted weaponry.
Lastly, it looks quite badass.

"Garuda" class dreadnought:

Specs said:

Pics said:
9D2637D57DB16BD0A2E79573B2F8703199BB38D5
D8DFE4C5F3FC037F0993F0EFB814405FB17B1789
C5215E9458D625B6D25C7FDA9C61B2969F830656
6A5AF1ECEC40C31DD9DB7D1767F9D4CCCB0CDC04
518C15F4671AD3C0FC68A26D71EB446B01977E0C
9C68FAEB7083966B31F32959870171FC56E9C009

Fall of Titan (slightly older model, high velocity intercept):
8772091FA2CED0AE08F66B4FD802671B6D427A50
03DD5853267BBCFD2E55381E9F5DEA17F9DDAC30
0707386C3625D28836C74C435947C02F24159E6C
D0A04719B230B9C1D54609BD1FBC969E04B47571

Solar Ties (ditto):
D8D615789966417BB7E5876359C6042680D9B6D1
2FCBFDD86F932D9CBAF507AD978A7F9FE996D689

Older action shots:
65839B2A69EF2E173BB31F72287738E503D257A0
67AF2A433F6DB14FF735FFBF9EC91388FA00080E
3E5A9D8C8E770D2AB49D16C3D61D476D645353FE
33FDFC513D9B10F90B1B41605E3504D594FA6A26
58D266F2E90EC68189FF4199FDD1EDF91AA4E208
77E37C9C6DDC918C3D326312ADDB7AF764C4A12E
reduced emissions mode said:
Before (at nearly 2GW the IR signature has no chance being spoofed by any stock flares):
30D85D5554DC3F94BB2CA7315707D5CCA29C91F4

After (100MW flares can spoof ship's signature, ship retains enough power to supply CMs, 60mm CIWS and even one of its small 13MW lasers)
D338CEE4A3FE2C1EB5CB231F11F2F27B4E504523
 

DraQ

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Trying to build a rough equivalent of stock corvette:

A relatively small (for a full capital, I have made much smaller manned ships, but I was aiming to fit into specific niche this time) ship with full array of weaponry.
Due to relatively thin armour it benefits from aggressive intercepts and manoeuvring - this way it should be able to satisfy my standard 5:1 combat test regime.

"Valravn" class corvette (two variants - base and extended range):
https://steamcommunity.com/sharedfiles/filedetails/?id=1504348439
https://steamcommunity.com/sharedfiles/filedetails/?id=1504348652

SPECS said:
PICS said:
 

DraQ

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Trying to build a rough equivalent of stock corvette:

A relatively small (for a full capital, I have made much smaller manned ships, but I was aiming to fit into specific niche this time) ship with full array of weaponry.
Due to relatively thin armour it benefits from aggressive intercepts and manoeuvring - this way it should be able to satisfy my standard 5:1 combat test regime.

"Valravn" class corvette (two variants - base and extended range):
https://steamcommunity.com/sharedfiles/filedetails/?id=1504348439
https://steamcommunity.com/sharedfiles/filedetails/?id=1504348652

SPECS said:
PICS said:
Tweaked my "Valravn" corvette a bit - adding a decoy launcher to counter enemy missile swarms (when combined with low emission mode), additional CIWS battery, and adjusting the mass and hull shape a little.

In the hands of a decent commander it can now solo Vesta without relying on any long range missile strikes or counter-intercepts (only combat launches).
It won't look pretty afterwards but not half-bad for a general purpose (>4km/s dv), <4kt, stock module only, close combat ship.
:smug:
 

Agame

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I cum from a land down under
Insert Title Here
Is this a game you can just jump in and learn with tutorials? Or would I be better playing Kerbal first? Im interested but I have no knowledge of rocketry or orbital stuffs.
 

DraQ

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Is this a game you can just jump in and learn with tutorials? Or would I be better playing Kerbal first? Im interested but I have no knowledge of rocketry or orbital stuffs.
Well, I'd say that more than half of the campaign is an extended tutorial easing you in, so the game doesn't assume you know your stuff (OTOH this stuff actually *is* rocket science, so yeah). You also do get a lot of reading material.

Overall, the gameplay scales quite well - you have early missions where you absorb important concepts, then have to use them in increasingly difficult scenarios around our solar system. You can play with stock ships, build your own from premade components or actually design your own components too (often arriving at very OP designs compared to what is included in game).

I'd say it's a mandatory ride for any self-respecting sci-fi fan. It could use more scenarios, though. Oh well, most of the fun comes from messing around with stuff and seeing what happens. Plus, it does have level editor now, so nothing is stopping people from making their own campaigns if they want to.
 

DraQ

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I have decided to upload my heavy railgun I determined to be in holiday spirit.

It's X-masy because it shoots lumps of coal 1kg amorphous carbon slugs at over 20km/s each 894ms at anyone I deem naughty, gifting them 200MJ of kinetic energy (almost 50 Ricks of blam) each - I thus named it "Santa".

It is a bit on the large-ish and expensive side, but not heavier nor bigger than stock 13MW 1mm Turreted Capacitor Coilgun (which I recently ended up bolting onto my stock "Garuda" Dreadnought as it is actually less disappointing than 34mm heavy coilgun, and which I therefore consider borderline practical) and not that much more expensive, and it can actually track fast enough to keep the editor happy and warnings free.
Keeping the rails from flopping about has proven somewhat challenging (I tried osmium as it is both strong and stiff, but being so stiff it actually tends to explode from thermal expansion anyway, despite its strength - it is damn heavy too) so it isn't very accurate weapon (comparable with most stock EM guns, actually).
Link:
https://steamcommunity.com/sharedfiles/filedetails/?id=1607067371

Pichurz:
 

Andronovo

Learned
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Messages
408
Hold on, why do these super advanced future spaceships still use fission? Shouldn't they be using tokamaks and shit? I know this may trigger a lot of people, but viable nuclear fusion isn't that far away, by that I mean about about 60 to 80 years away. When is this game set? It's got to be at least 150 years right?
 

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