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Post by dragonkid11 on Jun 23, 2017 12:43:45 GMT
So then, to all scientists and engineers of Children of the Dead Earth.
Patch 1.1.1 is out! And I made this thread to discuss about it.
Eventhough it has been out like 2 days...
ANYWAY, let's get to the main show of this update.
STEAM WORKSHOP!!! Now we can upload stuff so other players can use our fun stuff and erm actually most of us probably has problem with fixing stuff so...
MOVING ON TO NEXT THING.
Blast launcher!
Explosive based launcher that used absolutely power to launch stuff!
Unfortunately, they are heavier that your powered launcher, so if you have power to spare, using normal launcher would be better.
Butttt blast launcher does seems cool when you can launch missile, payload, flare and mutineers in a insane firing rate.
Maybe we could figure out something else.
NEXT!
Swarm targetting, for both missiles and drones!
It has been quite a big problem for missile swamp to just miss because magical flare, and this update provided us with an answer to that problem!
Still, I have no tweaked any of the new option yet. Sooo I have no idea how effective the new missiles are in ot being blindsided by flares.
NEXT!
Boron is dead.
*sadface*
So we gonna present out replacement material or our spaceship is not going to work!
And I currently has some suggestions
Armor layer-Boron filament (Because this is pretty much the version of boron we all liked to use but basically fixed up properly) Tank material-Vanadium Steel, Diamond (Both are competing for the best material for propellant tank buttt I use vanadium steel because it's shiny) Injector fan-Amorphous carbon. Conventional cannon barrel-Diamond (Possible stop gap solution)
That's all I can think of so far, so please suggest what you think is better than these options.
It's not just those modules with boron that are broken either.
Nuclear reactor, NTR and laser are all being affected by new safety measure.
Easiest solution would be to reduce flux or increase the size of the injector fan.
Annnd that's all from me for now.
I hope all this information would help you out on the new patch.
Have a nice day and please suggest what you think would help out the community, thank you.
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Post by Enderminion on Jun 23, 2017 13:14:52 GMT
seems like I can sneak more Ev out of my 5.35 decane NTRs (hitting 5.37 easy) also blastwave launchers (at least for my 16t missiles) are about 1/3 as efficent as normal launchers (yes even counting power mass and radiators, I have 600Mw lasers and none of my launchers are more then about 10Mw)
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Post by treptoplax on Jun 23, 2017 14:28:36 GMT
The blast wave launchers seem more effective that I would expect, speed-wise, for small missiles. I was able to launch a 75 Kg drone at almost 4 Km/s by using a boron filament launcher packed with 1 t of TNT (and over 2 Km/s with a couple hundred Kg). Obviously the next experiment is to build a drone containing only that launcher and attitude control engines, and a blast launcher for that...
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Post by The Astronomer on Jun 23, 2017 15:04:48 GMT
Of to a New Start I guess I'll keep creating planetary systems, emulating fusion fuels and other futuristic technologies.
Meanwhile, have some new ideas that should totally be here:
Lag Report #2 I've been able to pinpoint the cause of the lagness to the mods installed (which one?), but apparently the unmodded game is noticeably slower now than it was prior to the update.
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Post by Argopeilacos on Jun 23, 2017 15:07:39 GMT
I've been able to pinpoint the cause of the lagness to the mods installed (which one?), but apparently the unmodded game is noticeably slower now than prior to the update. In what situation did you notice that? The changes to drone and missile targeting are likely to have a performance impact.
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Post by The Astronomer on Jun 23, 2017 15:29:02 GMT
I've been able to pinpoint the cause of the lagness to the mods installed (which one?), but apparently the unmodded game is noticeably slower now than prior to the update. In what situation did you notice that? The changes to drone and missile targeting are likely to have a performance impact. Nope. The performance drop occurred everywhere in the game. The menu, the design pages, the battle (the battle actually has less lag than the menu). It wasn't there before the latest update.
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Post by concretedonkey on Jun 23, 2017 16:13:53 GMT
So far I'm really enjoying the update. Everything is broken but this is good kind of pain - a realistic one . I'm currently experimenting blast launching small frag bombs out of a missile in the last meters of its flight path... shows great promise if I can nail down the timing properly. However for larger stuff, I didn't expect the weight penalty of the blast launchers.. its a bit rediculous since I'm mostly using small amounts of explosive and it just doesn't make any sense for a tube for a missile to be roughly twice again the mass of the missile itself.
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Post by bigbombr on Jun 23, 2017 16:27:34 GMT
So far I'm really enjoying the update. Everything is broken but this is good kind of pain - a realistic one . I'm currently experimenting blast launching small frag bombs out of a missile in the last meters of its flight path... shows great promise if I can nail down the timing properly. However for larger stuff, I didn't expect the weight penalty of the blast launchers.. its a bit rediculous since I'm mostly using small amounts of explosive and it just doesn't make any sense for a tube for a missile to be roughly twice again the mass of the missile itself. Isn't their increased weight offset by their lower crew requirements? Only 0.4 for missiles, regardless of the amount of cells.
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Post by concretedonkey on Jun 23, 2017 16:32:37 GMT
So far I'm really enjoying the update. Everything is broken but this is good kind of pain - a realistic one . I'm currently experimenting blast launching small frag bombs out of a missile in the last meters of its flight path... shows great promise if I can nail down the timing properly. However for larger stuff, I didn't expect the weight penalty of the blast launchers.. its a bit rediculous since I'm mostly using small amounts of explosive and it just doesn't make any sense for a tube for a missile to be roughly twice again the mass of the missile itself. Isn't their increased weight offset by their lower crew requirements? Only 0.4 for missiles, regardless of the amount of cells. I was trying to use them to stage missiles so crew requirements were not a factor. P.S. btw titanium diboride seems like a good replacement of boron nitride for reactors.
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Post by lennson on Jun 23, 2017 17:16:31 GMT
So far I'm really enjoying the update. Everything is broken but this is good kind of pain - a realistic one . I'm currently experimenting blast launching small frag bombs out of a missile in the last meters of its flight path... shows great promise if I can nail down the timing properly. However for larger stuff, I didn't expect the weight penalty of the blast launchers.. its a bit rediculous since I'm mostly using small amounts of explosive and it just doesn't make any sense for a tube for a missile to be roughly twice again the mass of the missile itself. It seems the blast launchers are far more efficient (in terms of launcher armor cost and mass) with stubby payloads than with long ones. The new boron filaments also seem to make good blast launcher armor.
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Post by dragonkid11 on Jun 24, 2017 3:28:35 GMT
I still could not figure out what is the currently best way to fix my nuke as now all my current nuke would be twice as heavy and thus reducing my nuke power in half because I want to shove them into small missiles.
Guess micro nuke isn't so micro now.
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Post by Enderminion on Jun 24, 2017 3:34:54 GMT
macronukes, we talking like striker size? still smaller then my missiles
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Post by dragonkid11 on Jun 24, 2017 11:51:13 GMT
Okay, I have fixed EVERY SINGLE NUKE I have annnd they have way lower nuclear explosiveness than I liked. :c
But well, still usable and probably logical this time.
Besides that, I also tried blast launcher with large object to see if it can do it somewhat better than powered launcher.
The answer was no.
The blast launcher I made out of spider silk of all thing (because boron filament apparently fail when it was put in large scale) weighed 7 times heavier than the 10 MW powered launcher version and costed 7 millions of solid spider silk.
I have my suspicion that the actual blast launcher is a lot lighter, but since the payload is cylindrical and the launcher is cuboid, the corner might have been filled up with solid block instead.
So essentially, we might need to...literally cut corner for blast launcher for it to be lighter.
Still, it is cool to launch my 350 tons heavy assault drone at 100 meter per second instantaneously.
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Post by The Astronomer on Jun 24, 2017 14:46:18 GMT
I think I could get behind this faction. Although I wonder what "Neo Japanese" is. Perhaps it's some odd amalgam of Japanese and 2chan colloquialisms, given the information age culture. I also highly doubt the RFP navy could stand much of a chance if the enemy vessels had the power of fusion engines. I think the RFP, by this time, has already developed simple DT fusion propulsion, but it's nowhere nearly as good as the MNM's D+He3 fusion, with terrible efficiency. This is mostly because the RFP's technological level is relatively backward compared to the USTA. Had the USTA won the first Solar war, they'd have developed D+He3 fusion by now. The LE is also known for its secret nuclear propulsion project.
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Post by Enderminion on Jun 24, 2017 15:18:00 GMT
of coruse now its like the second world war, this MNM (Ms and Ns are really similer to each other) has all the cool ships, the RFP navy has like 30 times the number of hulls in active service and thousands of older ship ready to be pressed back into service
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