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Post by deltav on Mar 29, 2023 13:32:32 GMT
While I have always had problems with the coilguns form AV:T, I have never liked the ideal of short and medium range lasers. There is no reason, not to fire your weapon at max range. Yes the damage is small, but it is still damaging your target. After much thought I think answer is to use the sandcaster in place of the short range laser. The short range laser have a much higher power usage, which helps my slow firing sandcaster fire at the normal rate of everyone else sandcasters(they call them sand blasters). Wow amazing work! Growing up on Star Trek and Red Dwarf, I never even realized how unrealistic they were not even accounting for Warp and other miracles. When I found COADE I was hooked even though my science knowledge is not quite up to snuff. It's great that there is still some activity in this game. Maybe one day it will be revived.
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Post by deltav on Apr 5, 2019 6:15:06 GMT
Hi. The Devs used Navy vessels as a guide for how much crew spaceships might need. This makes sense because people have a certain nature in military contexts, and navy operations are most similar to how space operations might be. Navy close cramped conditions, hostile environment not normally fit for human life, physical isolation from friendly forces and so on are similar to space conditions.
I've just seen an interesting documentary on Vietnam PBR boats, small fast heavily armed boats that patrolled the rivers during Vietnam looking for contraband and weapons to the Vietcong. Anyway, they always crewed 4. A petty officer as the captain, a communication/radar officer, and 2 gunners. You could say at the very minimum this might be the smallest crew possible on a space warship. Each position has a specialized skill and particular character traits that don't per se overlap.
You need 1 command officer that can independently make decisions separately from command and control, due to communication lag and other factors. He or she must be a strong leader and very cool under pressure, able to keep everyone calm and under control under extremely adverse conditions.
You need 1 officer to communicate and interpret sensor data and relay the need info from this to his or her CO, a kind of XO, comm officer, radar officer all in one. He or she must be extremely detail oriented, and a wiz at electronics knowing the radar and communication systems backward and forwards.
And you need 1 or 2 gunners to choose weapon priority, what targets should be attacked and in what order, as ammo is always limited, whether in the form of energy or in the form of physical ammo. They must know the weapons systems better than those who designed them, and know all their little flaws and intricacies, as the warship is ultimately useless without weapons.
These small boats used a kind of mothership where they would dock, and there would be cooks, sanitation, and a doctor. So even 4 crew is really stretching min crew to its breaking point.
Any thoughts? Anyhow have fun.
PS Then again all of this presupposes that human decision making is still better than AI in the CODE Universe. AI could in theory do all of this and not have the weight, life support requirements, and fragility of human beings.
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Post by deltav on Oct 31, 2018 6:09:05 GMT
awesomesauce. Love it!
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Post by deltav on Apr 23, 2017 8:41:09 GMT
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.
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Post by deltav on Apr 21, 2017 12:35:29 GMT
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.
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Post by deltav on Apr 19, 2017 19:10:23 GMT
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.
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Post by deltav on Apr 19, 2017 19:01:17 GMT
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.
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Post by deltav on Mar 29, 2017 4:35:22 GMT
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.
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Post by deltav on Mar 28, 2017 8:31:47 GMT
Wasn't aware of XW-54. Interesting, I might ramp up the yield of the small nukes in my restock thread. Thanks I think the "X" means it was the prototype... They must have figured that 6 kT is too large for tactical field use.
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Post by deltav on Mar 28, 2017 6:01:34 GMT
en.wikipedia.org/wiki/W54This 6 kT nuke is 23 kg in Mass. There are even smaller nukes out there that are top secret, one known to measure 13 x 62 cm, about the diameter of a grapefruit. en.wikipedia.org/wiki/Suitcase_nuclear_deviceThey are unacknowledged due to politics I think, but it can be done. ... What it looks like when a mini nuke explodes. ... just a fast correction , SADM is variable 10t to 1kt from the info I have. linkThank you much but no need.... the common use was as the link stated, but with the W54 SADM up to 6 kT yield was tested. "A 1958 test of the XW-54 warhead yielded 6 kilotons...." "While the explosive power of the W54, up to an equivalent of 6 kiloton of TNT (though the more common yield was much lower..." en.wikipedia.org/wiki/Special_Atomic_Demolition_MunitionEdit: I only know what they tell me...
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Post by deltav on Mar 27, 2017 22:25:23 GMT
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 ? childrenofadeadearth.boards.net/members?dir=desc&sort=registered_on
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Post by deltav on Mar 27, 2017 22:12:30 GMT
Nuclear reaction is started by sufficient density of neutrons flying everywhere. Get enough critical mass, and you get enough neutrons. Neutron reflector instead reflect the neutron back to the fissile material, so even with less critical mass, you can still have a nuclear bomb, or a working nuclear reactor. Sound a good explain but why the smallest nuke IRL is order of magnitudes heavier than the one in COADE? en.wikipedia.org/wiki/W54This 6 kT nuke is 23 kg in Mass. There are even smaller nukes out there that are top secret, one known to measure 13 x 62 cm, about the diameter of a grapefruit. en.wikipedia.org/wiki/Suitcase_nuclear_deviceThey are unacknowledged due to politics I think, but it can be done. What it looks like when a mini nuke explodes.
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Post by deltav on Mar 27, 2017 22:06:36 GMT
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.pngThe 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
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Post by deltav on Mar 27, 2017 21:57:12 GMT
Hey I'm Prancer, new to these forums. 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? Please check these out and message w/ feedback on how to make them better/ more interesting. childrenofadeadearth.boards.net/post/17471/threadWelcome and glad to have you.
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Post by deltav on Mar 21, 2017 22:58:21 GMT
Do they ever give specific temperatures and atmospheric pressures for Earth after the Cataclysm? Oops I lost my papers. Has anyone seen them? Seriously though, it makes sense someone would have stayed behind or gone back.
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