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Post by qswitched on May 24, 2016 0:10:47 GMT
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Post by qswitched on May 7, 2016 0:10:35 GMT
Figured I'd start a sticky thread for people to post their ship designs and module designs.
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Post by qswitched on May 6, 2016 22:04:11 GMT
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Post by qswitched on May 2, 2016 22:01:30 GMT
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Post by qswitched on Apr 29, 2016 21:05:53 GMT
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Post by qswitched on Apr 26, 2016 20:47:48 GMT
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Post by qswitched on Apr 25, 2016 20:54:19 GMT
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Post by qswitched on Apr 20, 2016 19:40:25 GMT
Ha, I've never seen that movie, very interesting scene You're right about laser weapons being far too large to carry around by hand. However, with projectile weapons (probably conventional explosive guns), Frangible Rounds are what would be used. These rounds disintegrate on contact with hard surfaces, preventing ricochets. In that vein, concussion grenades are extremely potent in the small, restricted spaces of crew modules. Concussion grenades have a small kill radius and release no shrapnel, causing minimal collateral damage, ideal for spacecraft boarding. Flashbangs are a great nonlethal option for disabling an entire room as well. Of course, the gravity of these crew modules is going to be zero or nearly zero, so grenade throwing mechanics are thrown for a loop. They will still bounce off of walls the same, but there is no longer any arcing of the grenade. Boarding spacecrafts and engaging in Close Quarters Combat (CQC) ends up being quite reminiscent of SWAT team assaults, except in zero gravity. Enemies behind cover in every direction, including above and below, in every orientation, not just left and right. Grenades have no arc, and cover can float about untethered by gravity. Cover being able to float around freely and about means the whole battle space behinds highly dynamic, and enemies won't simply be locked to staying in cover. Suppressive fire no longer is as powerful if enemies can still move even when under fire. Every soldier will wear a skintight space activity suit, as the bulky air pressurized suits will be too unwieldy for combat, and suffering a suit breach with a mechanically pressurized suit is not nearly as debilitating as in a air pressurized suit. If the soldiers aren't wearing a suit, the enemy could very easily blast a hole in the hull and depressurize the entire crew module, rapidly killing all soldiers without a suit. This leads to an interesting tactical choice, since depressurizing the crew module will heavily reduce the effects of flashbangs and concussion grenades. Of course, that scenario would lead to the use of Frangible Grenades as an alternative to having a grenade which would still operate in vacuum and not yield tremendous shrapnel and ricochets.
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Post by qswitched on Apr 20, 2016 0:44:07 GMT
Hey, thanks for the info. Did any crash logs get written out from the crashes? They should show up in the same folder as the executable, or in the home directory (on mac).
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Post by qswitched on Apr 20, 2016 0:41:43 GMT
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Post by qswitched on Apr 15, 2016 1:40:28 GMT
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Post by qswitched on Apr 12, 2016 20:59:22 GMT
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Post by qswitched on Apr 11, 2016 3:42:32 GMT
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Post by qswitched on Apr 10, 2016 16:00:09 GMT
A quick outline of the technology in Children of a Dead Earth: childrenofadeadearth.wordpress.com/2016/04/10/children-of-a-dead-earth/Excerpted: Realistic Orbital Mechanics – With a full N-Body Simulator, all manner of orbital dynamics are supported, from Orbital Perturbation, Gravity Slingshots, Hyperbolic Trajectories, and Lagrange Point Orbits. By comparison, most other games use the Patched Conic Approximation, which is extremely inaccurate at certain scales, and can’t simulate most of the above features.
Realistic Scale – The solar system is modeled perfectly to scale. The sizes of planets and moons are just as enormous as they are in real life, and the distances between planets are equally vast. Other games fudge the sizes of planets, or the densities of things, and almost all fudge the distance between planets.
Realistic Technology – Every technology in game was implemented using actual equations from engineering textbooks and white papers, from the exhaust velocity of the nuclear thermal rockets, to the thermal expansion stress of the railguns when firing. You can even tweak the actual properties of these systems to see how they affect their performance, such as altering the length and thickness of your railguns to determine how that affects the inductance, or altering the nozzle length and expansion angle to see how that affects rocket exhaust velocity.
Realistic Space Warfare – All combat in game is a physically and scientifically accurate simulation. Every gun turret draws power not just for firing, but also for the reaction wheels that orient it. Every propellant tank, filled or empty, affects the delta-v and the mass distribution of ships, affecting how the ship will tumble when torqued. Every projectile impact damages each tile of armor based on actual hypervelocity impact studies. Nothing is handwaved, nothing is glossed over. Much more to follow!
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Post by qswitched on Apr 10, 2016 15:57:53 GMT
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