It says most accurate space warfare simulator ever, you schmuck. KSP is only a sandbox with retarded green aliens.
You don't seem to get the whole point of the excercise that is COADE. It was to start out without assumptions, but just feed a whole lot of physics and solved or at least well researched engineering into the game to then use it to figure out what works and what does not - with the considerable help of infiniteIt says most accurate space warfare simulator ever, you schmuck. KSP is only a sandbox with retarded green aliens.
Most accurate simulation of a kind of warfare that doesn't exist yet...
I know, I know, we have a rough idea of what's most effective, but when you get people fighting in a new environment they very very quickly develop and adapt to it in ways that no one could've anticipated beforehand.
Look at submarines in their early years, how their weapons were drilling holes in a ships hull or using a spar torpedo which was nothing but a bomb on the end of a long stick hopefully long enough that the sub was far enough away from the explosion to not get damaged enough to survive.
What was Jules Verne's take on sub warfare? A serrated blade on the front top of Nautilus to rip open the underside of a ship, something IIRC, never tried with real subs because when it was feasible subs were too small and too underpowered to do anything to a hull that way and metal hulls were increasingly becoming the standard.
Instead subs went from a hybrid with self-propelled torpedoes and a deck gun, that in practice during the World Wars made them more a surface ship that could submerge and have limited fighting capability while underwater, to what we'd expect of a submarine with the advent of nuclear power (and snorkeling) and self-guided torpedoes fully capable of fighting submerged to the point that being surfaced was nothing but a weakness.
Or in other words:In case it is not obvious by now, Children of a Dead Earth was designed with no vision in mind, unlike just about every other videogame, novel, or movie attempting to do the same. This is because I never wanted to corrupt the ultimate goal of this project, which was to discover what space warfare would be like, rather than to say what space warfare would be like. To have an initial vision when building this game would have been starting with a conclusion, and then twisting reality to support that vision. By starting with no vision whatsoever, the conclusion would be generated by implementing the equations, and observing how they interact. In this way, the end result of Children of a Dead Earth was little like I had ever imagined actual space warfare would be like, and this will probably be true for you as well.
To reiterate: Children of a Dead Earth is a simulation first, and a game second. No amount of realism was compromised to make things more fun, or to make things prettier. It is science first, everything else second. Despite this, the game still remains fun, but you’ll find it plays very differently than any space warfare game you’ve ever played.
DraQ said:I don't need your fucking fun
U just jelly, bro.Yeah let's rip all our clothes off, smear our naked bodies with feces, run outside and yell "we shall have no vision in mind"
This is, sadly, the missile AI being derp - although if I understand correctly you can customize the AI controller after you unlock module design.I noticed in the video above the missiles would burn all their fuel immediately and not worry about terminal guidance - is this just the way missiles work in CoaDE, or is it simply more effective this way with relatively short ranges and limited acceleration available to the ships?
Full Changelist
1.2.0 (12/18/2017)
- Foreign Language Support
--- Non-English languages are now supported, and fan-made translations can be imported. A fan-made Chinese translation is in the works.
--- A language file with all strings can be imported, as can language specific images (such as the main logo), and font files.
- Ship Design
--- Form fitting, concave armor is allowed on ships. Concave armor has a smaller cross section and can sometimes save mass, but also can suffer from multiple bullet ricochets.
--- Polygonal cross section armor for ships allowed, such as triangular, hexagonal, and so on.
--- Spinal modules can be pushed inwards or outwards, allowing setups such as propellant tanks around crew modules.
--- Front and back facing attached modules also can be pushed inwards or outwards, allowing setups such as frontal guns stacked with different frontal guns.
--- Ship armor can be radially rotated about the ship (you can now edit the start and end percent for each radial span).
--- Radiation shielding is more properly calculated.
--- Weapon firing arcs can be limited by ship armor now. Ship design warns of these cases.
- Module Design
--- Added Fuse modules, which are tiny modules which can trigger Ordnances or Engines after a set amount of time. Allows for time-delayed flares or timed explosives, or for launching dumbfire missiles (with optional timers).
--- Reduced Remote Control size.
- UI
--- Materials, modules, and spacecrafts are all listed in a grid view when choosing them. The grid organizes items by mass, cost, and every other property, each of which can be toggled or sorted.
--- Ship and Module Design menus can be toggled to a grid view rather than the default list view.
--- Can enter degrees into radians sliders.
- Graphics Updates
--- Spacecrafts cast shadows on themselves and each other in combat and design.
--- Many stock spacecrafts are updated to have form fitting armor and sloped nose cones. Some have polygonal cross sections now.
--- Radiators are animated in module design. Engines bells and gun barrels too.
- Mods
--- Exposed ship armor limits in Limits.txt.
- Other
--- Renamed weapon Payloads to Ordnances to prevent confusion with ship Payloads.
--- Numerous bug and crash fixes. Notable bugs include: Temporal Burn Dragger no longer deletes previous burns, dozens of small material and chemical reaction tweaks, radiators start out cooler in combat if you have more than enough, ship design no longer stacks heat and power incorrectly.
Well, the main beef of the game are sandbox aspects - design, then using simulation to test ships, components and tactics in various scenarios, campaign is pretty much an afterthought.Tried this out, it's pretty simple but fun to play so far. I'm sure it will get more interesting with ship/module design.
Which ones do you want? I have some from the original run, with enemy fleet being cut to ribbons, and a bunch from 2 reruns yesterday, featuring this + post completion shots.Screenshots or it didn't happen
At 12kt, length around 200m and somewhere around 100 personnel on board I would hardly call it a fighter and I can't really vouch for its efficiency other than that it massacres stock designs for less mass and much less cost and does a pretty good job not getting shot up much and not dying if it does.Show us everything you've got! But seriously, interested in the realistic designs that turn out to be the efficient space fighters they are. I spent some time reading the CoaDE blog posts on realistic space combat and it's fascinating.
You can beat it with one of stock tankers or a similar construction.This non-combat mission after Ceres is really hard (first mission you can make your own ships)