So I had an idea... I've been a long time fan of Scifi, and got into COADE from Atomic Rockets, reading up on what is accurate and not accurate in different SciFi shows/movies. 1. I don't think those who hear about COADE know how much COADE has been updated, and how much it is improved. Maybe COADE should be advertised as a frequently updated Alpha that is constantly being updated. 2. It would be very cool to try and model ships from popular shows like the Expanse, or something else.
I can tell you COADE has forced me to learn more about science than I ever wanted to. Like who needs to know the Modulus of Elasticity of Aluminum Zinc Magnesium anyway? No matter what happens COADE will always be one of those Computer Games I will never forget, like Myst, X-Wing, and Solitare. Thank you.
Some sort of design "how to" would be super useful and make design, which is where COADE really shines, less intimidating. For instance regarding lasers, that certain crystals only work best with certain mediums, for instance Krypton with Nd:YAG, and Xenon with Ti;S or Ruby save new designers a lot wasted time tying each option.
The changes in COADE aren't as frequent as some other games like RUST, that adds new things every 2 to 4 weeks. Ultimately it's up to us whether we want to put in the time or not, but it would help new COADe players a ton.
Interstellar "hot wars", with the goal to get the other side to adopt your political philosophy is very unlikely, which is almost all our "wars" today. But interstellar "total war", with the goal to completely wipe out every man, woman and child of the other system, the way Romans fought the Carthaginians and others, is likely and probable. The weapons would be something like the space equivalent of one way doomsday icbms, with no pilots and no way to turn them back. Maybe giant slabs of rock and ice moving at near relativistic speeds heading right for their main planet, almost impossible to stop.
But there are people. They are not manning the missiles and drones and combat vessels, that's all ... ... and if their giant drones get beaten by the other sides' giant drones, they get to pay the side with the surviving drones through the nose. Or get slaughtered and sold for dog food. (And yes, Burnside's zeroth law holds: nobody is interested in the life and times of AI spaceships, Laumer's Bolos being one of the few exceptions.) But the current idea is certainly to keep humans out of harm's way, that way it's only money and not dead bodies. Too many dead bodies are bad for your reputation, especially in a democracy. On the other hand, in more ... strong-hand ruled countries, instead of firing you, they use a firing squad to make bullet points appear on you. With no bodily limits to be cared for and no support and space for the meat bag, vessels tend to be smaller and lighter and faster and more agile, with a better fuel efficiency to boot --- and they are ultimately much more expendable for financially strong countries where lives have a value.
I was talking about one idea, crewless ships aka Skynet or something similar. It's clear you are talking about something else, drone use in general, which is not and was never the topic of my comment. Add skynet, add crewless factories, crewless ships, crewless command and control, you get the point, all very dull and pointless. This part is purely my personal opinion you can dispute all of this.
I sort-of disagree with you. Are the sonar guys --- experts at detecting and classifying sounds from other objects --- also experts in testing and repairing hydrophones? Are they programming experts to fix the software used to help them and operate the hydrophones? Are they experts in how to make a vessel as silent as possible? Are fighter pilots the best for repairing their fighters? Are race drivers the best for improving their racing cars? Let's look at a WWII sub. Who views the target through the periscope, judges distance, judges speed, judges course? The skipper. He also, based on the info from a TDC or an is/was whiz wheel (set up to his data) decides when to release the torpedo(es). So he is the one that uses the weapon, he's the one who knows about all the operational capabilities and limits. Does he check and repair the torpedoes? NO! That's the job of the torpedo mechanics. Who likely wouldn't be able to make a torpedo attack with success, never mind being able to get course and distance of the enemy. And so on and so on. Different skill sets. Also, who flies the other missiles when one launcher is offline? Is it "repair or fight"?
This part is not about opinion. You may be talking about theory, that's great, it can make for fascinating conversation. I am talking about real life Submarine Crews applied to Space. Please check this out, this was the result of a week of research in my free time. childrenofadeadearth.boards.net/post/15343/thread
That it was said that Yeomen are something like a janitor... in theory sure why not? You can disagree with anything and everything. But based on Submarine crews there isn't anything to disagree with. Either they have a certain job description or they don't.
As far as the major drydock type work (writing programming code, improving engine performance, major repair), that would never happen on an on-duty ship. There are no programmer ratings on our COADE ships nor any ship or ship component designers. Our COADE crew are qualified to keep an already working ship working as long as possible while on mission, but not more than that. The comparison using race car drivers, nose pickers, etc, isn't at all applicable, because there, the machine is never more than a day away from the tech that repairs it. But that is not the case in COADE. So we have to find a similar situation to COADE, just as Qswithed himself said he himself did, Navy Submarines.
The Captain had to make the final decisions about whether to attack or not, etc. and for that he needed to get "eyes" on the enemy or target because even putting up the periscope was dangerous business, and could get the sub destroyed. The Captain along with the XO confirmed the findings of the Ping Jockeys, and ordered the attacks, but it was the long list of weapon experts who practically made the attack happen, and decided what tubes to load at what times, when exactly to fire etc. to make those orders a reality. I can promise you that the Captain did not know more about the Torpedo systems then the men who got their hands covered in grease repairing and firing them either today or back during WW2. All the best to you.
It would be my first assumption considering how cheap our nuclerar reactors are (safty margins aside).This kind of station would be highly dependant on huge mirror farms. I assume this thing boils water and then passes the steam through a turbine. Riht how much does one othe standard reactors cost and how much energy does it generate. I assume you would place something like this close to the sun to get as much radiation as possible but deltav wants to put it in the outer solar system. So I presume that it would be more expensive note I haven't run any calculations regarding efficency because I currrently lack the time so I might be completly of.
Please check out the video and it will all make sense. It's a mass thing. Shipping out a huge but paper thin folded super light mirror can end up being far less than shipping out continuous loads of Uranium to the outer solar system which has none. This would be for bases/stations, not ships. The point is this IS possible, not that is it is always practical or the best option. Anyhow I'll let this rest. It was just a passing comment anyhow. Thumbs up.
Solar only works for bases with square Km for panels outside mars orbit, everything else can't carry enough panels
The kitzer (short story) is, solar is doable even in the outer solar system using huge paper thin mirrors to concentrate and focus the sunlight, kind of like our huge laser mirrors do. This isn't a matter of opinion. Is it the best option? Depends, but it can be done, but not using simple solar panels like we would on earth, but more something like this... IN SPACEEEEEEE!!!!!!!
Hi all, I'm the OP of the original post linked. Just a few random clarifications/notes:
I played through the whole campaign shortly after the game was released, and I believe before I wrote the article. I did it using a combination of stock ships and custom ships, with custom ships mainly being railgun spam. This was indeed before some patches made railguns less effective (I didn't follow it closely, but some of my hypergun designs might have played a role in motivating these patches). In my view, guns still beat lasers, though: "The stock lasers are pretty anemic; it seems that titanium-sapphire + xenon, plus carefully tuning the frequency doubler and nonlinear optics is the optimal choice for efficiency (means smaller radiators), and they're almost competitive with railguns for range, although the diffraction story still plays out for irradiance." This is more-or-less still true. Also, the laser stations mentioned were custom-designed and used these lasers.
Most of the analysis is indeed not game-based. As in, missiles and railguns should be more effective than they are, but the game has limitations (bad targeting, tracking AI, performance limits on number of K-slugs in flight). As deltav guessed, I'm affiliated with projectrho, which does hard-sci-fi analysis, not so much gaming. So, I try to combine real Physics and the odd simulation when CoaDE doesn't get it just right. In particular, total internal reflection, Fresnel and secant losses, and slanted armor make a huge difference for lasers, but AFAICT CoaDE doesn't simulate them at all--and its simulation of divergence appears to be an attenuation instead of an actual spreading.
The 2mm laser aperture example was deliberately to show that small apertures are bad. Read the paragraphs following.
There has been some additional discussion and analysis of CoaDE's limitations in the comments of the original post, which might be worth reading.
Thanks for taking the time to respond personally. We all appreciate you taking the time to comment on COADE and to give the game more exposure. We all have very strong opinions here, and I think if you do a search and see some of the designs you will see why we feel the way we do based on proof ingame. Nevertheless your comments are noted and appreciated.
Solar Power would be only useful in the inner solar system. An additional malus would be having giant battary arrays just to accomodate energy for shooting weapons because you wouldn't deploy them in combat our current batteries are to inefficent to power anything but a small drone. And fusion power is still not being achieved here on earth and since COADE is based on how space combat would look like with uor current technology I highly doubt that qswitched will implement said power.
For ships most likely true, but for bases/stations, solar is doable with big mirrors.
Would/is there a way to see how many new members there are a week/month ? I noticed that recently there seemed to be a big uptick in the amount of new member/first time posts we see, so im curious how fast this forum is growing, and the average amount of posts per person
The lasers in his mind have the same issue the default lasers in the game have: Comically small apertures. He's talking about a 2 mm (!) aperture in his example. That's not an anti-ship weapon, that's a laser pointer you bug your cat with. A real life design for an orbital anti-missile laser, Zenith Star, featured a four meter mirror: i.imgur.com/T7Yi0Kq.png The first thing I did with module design was take the default violet laser and replace the 80 cm mirror with a nice 10 meter mirror. Now it was melting missiles at hundreds of kilometers. Those 3 mm railguns would certainly be stripped right off a ship long before they get in range.
That's way too large for me. My lasers use just 1.5 m, but higher power. Anyways, I guess that person won't even care to touch this game anymore, right? *sigh* Anyways, who is Tmp Adr?
The writer in question seems to be a sort of Project Rockets type guy who is mainly focused on Hard Sci Fi, not necessarily on gaming. His blog sounds pretty interesting, would be good for Scifi Writers to get ideas. plus.google.com/collection/AA3jkB
I do not play the game but I have been watching gameplay and reading the forums. Considering that hard sf has always interested me, I'm currently waiting for a nice lull in my busy life to purchase and enjoy CoaDE.
In the meantime I must satisfy myself with cursory gameplay videos and reading. I've recently been watching ReadySetRudy's videos on YouTube, and it struck me that the mega laser boats seemed to be exceedingly effective designs.
Is there a "meta" as far as CoaDE is concerned? If so, what is it?