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Post by jtyotjotjipaefvj on Aug 19, 2018 9:27:28 GMT
Well, by looking at people here, I don't think they nearly care about having N-body physics for celestial bodies nor kool graphikz as much as its 'realism' and physics and maths. I do because N-body physics is a kind of realism and physics and maths, besides, if I play a non-fantasy game set in space it might as well be actually set in space and actually non-fantasy.
I do care more about that stuff because engineering inaccuracies are a given as engineering is a finicky business, OTOH Newtonian mechanics is going to hold as long as we stay outside relativistic regime.
It's just that a lot of people have too much Vesta in their heads - shellshock probably .
Regarding accuracy issues, what I would absolutely love is CoADE going open-source, but it's not my decision to make (also do consider that almost *any* one person project code is likely to induce copious eye bleeding if unleashed on unsuspecting coding community).
Like I said, I will be picky when I can afford it - so far the count of space combat sims with aspirations to pedantic realism is 1.
Based on trawling through the game exe, the code seems to be at least structured quite nicely. So maybe the source itself is also readable, who knows? On the other hand, adding mod support at this late a stage is likely going to be an enormous rewrite so I doubt it's going to happen.
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Post by anotherfirefox on Aug 20, 2018 3:12:59 GMT
Tried Dusk over Triton this morning and beat it. By far it was most fun mission to me.
If you get spaghetiied orbit around a moon in the deep gravity well, making a colliding orbit and then slightly go retrograde would help.
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Post by AtomHeartDragon on Aug 20, 2018 9:45:04 GMT
Tried Dusk over Triton this morning and beat it. By far it was most fun mission to me. If you get spaghetiied orbit around a moon in the deep gravity well, making a colliding orbit and then slightly go retrograde would help. Dusk over Triton is fun as it combines non-trivial transfer with multiple viable combat approaches: prograde, retrograde, nailing both fleets in ludicrous velocity flyby without even injecting either by splitting your forces or fine-tuning your trajectory (and then enemy dodges), direct intercepts OR missiles OR drones, etc.
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Post by anotherfirefox on Aug 20, 2018 11:56:57 GMT
Tried Dusk over Triton this morning and beat it. By far it was most fun mission to me. If you get spaghetiied orbit around a moon in the deep gravity well, making a colliding orbit and then slightly go retrograde would help. Dusk over Triton is fun as it combines non-trivial transfer with multiple viable combat approaches: prograde, retrograde, nailing both fleets in ludicrous velocity flyby without even injecting either by splitting your forces or fine-tuning your trajectory (and then enemy dodges), direct intercepts OR missiles OR drones, etc.
And the super low orbit fleets make this Star Wars looking situation: Orbit so close to the surface that almost looks like flying
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Post by AtomHeartDragon on Aug 20, 2018 12:20:40 GMT
Orbit so close to the surface that almost looks like flying By Douglas Adams' definition the two are synonymous. I love low orbit combat, BTW.
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Post by The Astronomer on Aug 20, 2018 12:57:43 GMT
Low orbit combat! Yay! The enemy fleet rammed themselves into the rock!
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Post by AtomHeartDragon on Aug 20, 2018 15:10:29 GMT
Low orbit combat! Yay! The enemy fleet rammed themselves into the rock! I remember blowing the tanks and propulsion on enemy Marauders with flaks during Jovian Lunar Tour, deorbiting one of them and forcing it to lithobrake.
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Post by apophys on Aug 20, 2018 15:19:32 GMT
Low orbit combat! Yay! The enemy fleet rammed themselves into the rock! I remember blowing the tanks and propulsion on enemy Marauders with flaks during Jovian Lunar Tour, deorbiting one of them and forcing it to lithobrake. I remember testing AI vs AI fights around Luna, and watching about a third to half of them have one side immediately suicide into the moon.
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Post by AtomHeartDragon on Aug 20, 2018 20:02:58 GMT
I remember blowing the tanks and propulsion on enemy Marauders with flaks during Jovian Lunar Tour, deorbiting one of them and forcing it to lithobrake. I remember testing AI vs AI fights around Luna, and watching about a third to half of them have one side immediately suicide into the moon. If it's instant action one of the sides might have spawned inside the moon.
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Post by apophys on Aug 21, 2018 1:33:52 GMT
I remember testing AI vs AI fights around Luna, and watching about a third to half of them have one side immediately suicide into the moon. If it's instant action one of the sides might have spawned inside the moon. No, they spawned fine, just pointed their trajectory to pass directly through the moon to more quickly reach the opponents on the other side, not aware that you can't do that.
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Post by AtomHeartDragon on Aug 21, 2018 8:20:02 GMT
No, they spawned fine, just pointed their trajectory to pass directly through the moon to more quickly reach the opponents on the other side, not aware that you can't do that. It's interesting that it happens as most of the time the AI seems to actively avoid orbited body during orbital manoeuvres (I often quick test around Iapetus and frequently see a beeline-orbit-beeline pattern used specifically to avoid the surface), but occasionally it still crashes. Of course in tight orbits around minuscule bodies (like Remus) the AI crashes obliviously all the time in tactical phase.
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Post by The Astronomer on Aug 21, 2018 8:25:46 GMT
No, they spawned fine, just pointed their trajectory to pass directly through the moon to more quickly reach the opponents on the other side, not aware that you can't do that. It's interesting that it happens as most of the time the AI seems to actively avoid orbited body during orbital manoeuvres (I often quick test around Iapetus and frequently see a beeline-orbit-beeline pattern used specifically to avoid the surface), but occasionally it still crashes. Of course in tight orbits around minuscule bodies (like Remus) the AI crashes obliviously all the time in tactical phase. It can't be helped. In the tactical phase, the planets are essentially massless invisible obstacles.
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Post by AtomHeartDragon on Aug 21, 2018 8:34:05 GMT
It's interesting that it happens as most of the time the AI seems to actively avoid orbited body during orbital manoeuvres (I often quick test around Iapetus and frequently see a beeline-orbit-beeline pattern used specifically to avoid the surface), but occasionally it still crashes. Of course in tight orbits around minuscule bodies (like Remus) the AI crashes obliviously all the time in tactical phase. It can't be helped. In the tactical phase, the planets are essentially massless invisible obstacles. The AI can see other collision hazards perfectly fine, so it could be made to see bodies as well. Plus the ships that aren't homing seem to be able to actively avoid lithobraking (tested thoroughly in Main Belt Extraction which I have long used as my primary quick test scenario and often attempted high-velocity trajectories just past Remus' rim) - it's just homing behaviour that is hopelessly broken: - Manned ships have flares launched against them (wut?) and are actually mislead by that (wat.)
- Homing ships run into things between them and target, like asteroids, moons and planets.
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GSUI5051
New Member
Waiting 4 next CoaDE update
Posts: 10
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Post by GSUI5051 on Sept 26, 2019 9:24:28 GMT
Tried Dusk over Triton this morning and beat it. By far it was most fun mission to me. If you get spaghetiied orbit around a moon in the deep gravity well, making a colliding orbit and then slightly go retrograde would help. Dusk over Triton is fun as it combines non-trivial transfer with multiple viable combat approaches: prograde, retrograde, nailing both fleets in ludicrous velocity flyby without even injecting either by splitting your forces or fine-tuning your trajectory (and then enemy dodges), direct intercepts OR missiles OR drones, etc.
Use default fleet to gold this level is easy to me, but it requires some strategic/tactical mind to beat cunning AI. 1. Burn retrograde & radial out, plot your ejection burn carefully and make sure you can match the orbit of Triton in approx. 1M25D. When you match the orbit, you're close to Triton. (Don't make it too close, or you may end up with low orbit battle) 2. Inject a high circular orbit around Triton. I would like to call it "sneaking into Triton" because cunning AI is a tricky stuff to deal with. If you make it, Gunship/Corvette just slightly lower their orbit and Solar Lance/Siloship will enter an eccentric/elliptic orbit. 3. Launch 10 drones and 100 Striker Missiles at once and go to Siloship/Solar Lance fleet, decreace your lateral velocity. 4. Once Siloship/Solar Lance fleet is destroyed, launch 15 drones and 80 Striker Missiles at once and go to the remaining fleet. 5. Use your missiles to handle the missiles, do you remember "Orbital Fallout"? Why do I don't want to make a low orbit battle? If you're on a low orbit battle, drones will burn radial out to prevent them falling into the planet/moon. The target of drone/missile fleet is: use missiles to amuse enemy's point defense system and drones serve as workhorse.
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Post by AtomHeartDragon on Sept 27, 2019 21:55:53 GMT
Against stock designs retrograde low orbit is actually very effective because they don't handle high velocity intercepts well. And it solves missile/drone guidance problems by avoiding phasing.
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