[2022-01-05] Echo's Collection
Sept 16, 2020 16:32:54 GMT
jageriv, AtomHeartDragon, and 2 more like this
Post by Echo on Sept 16, 2020 16:32:54 GMT
Basic modding guide
childrenofadeadearth.boards.net/post/25586
Steam links
Manual installation
drive.google.com/drive/folders/1BseKnmjWII0BbK-zS5G-w69CFGtEMd0X
Stock replacements for RMP
Stock replacements for RMP is required for Realistic Materials Pack to work.
Realistic Materials Pack
Realistic Materials Pack (RMP) fixes bugs that are present in Community Materials Pack and removes unrealistic materials. It is compatible with EFL Structural Materials; it is not compatible with Community Materials Pack, Diamond New Melting Point (included in RMP) and Vanilla Materials Replacement (included in RMP).
To install RMP, follow the installation steps:
Echo’s Fleet Logistics
Echo’s Fleet Logistics is a collection of realistic modules and ships made out of realistic materials, and some spreadsheets.
EFL Structural Materials
EFL Structural Materials adds materials with a 1.5 yield strength safety factor (i.e.: structural yield strength = structural ultimate tensile strength = original yield strength / 1.5). If it helps to understand this better, the structural strength is to the original yield strength what the safe use temperature is to the melting point.
These materials are meant to be used in modules wherever there is mechanical stress (e.g. barrels, barrels armor, projectiles/armatures, momentum wheels, injectors/turbopumps, thermocouples, command modules, etc.) and to be replaced by their non-structural counterparts when the module is ready to be used. If later on you need to modify that module again, replace all the relevant materials with the structural ones, modify the module, then revert the materials back to their non-structural equivalents for the module to be ready to use. At this point, you may test it in a missile/drone/ship and upload the design if you so wish.
None of the structural materials must be used in sandbox and campaign because they do not reflect how their non-structural counterparts will actually behave under the same circumstances, and none of them must be present in any module or ship you publish.
EFL Structural Materials is based on RMP. This means that, for example, Tungsten Rhenium_Structural has a melting point of 2200 K.
It is compatible with Realistic Materials Pack, Community Materials Pack, Diamond New Melting Point and Vanilla Materials Replacement.
If you want to manually install EFL Structural Materials and already have custom materials in your mod folder, then you have to copy the content of each file you find in EFL Structural Materials and paste it inside the appropriate mod file, appending the content and without overwriting any file.
Stock replacements and expansions
Stock replacements and expansions is a collection of mods that improve the gameplay experience somewhat. These mods either seamlessly replace stock files or add new files.
AI improvement and expansion
Changes the default AI military doctrines to increase the campaign difficulty and reduce lag somewhat, and provides broadside and nose forward variants for each AI military doctrine.
Changes that apply to all AI military doctrines are:
Additional changes for Ranged Military Doctrine:
Drop Tanks crash and lag mitigations
A collection of external tanks and staged striker nuclear missile launcher that seamlessly replace:
English Locale improvement
To use this mod go to Options -> Language and select English Patch.
The changes are:
Flak bug mitigations
A collection of mods that seamlessly replace:
Hard Campaign
To use this mod, go to Campaign and select Children of a Dead Earth (Hard) from the drop-down list in the top-right corner.
The changes are:
Radiators improvements
A collection of Silicon Carbide radiators that seamlessly replace:
Weapons improvements
A collection of weapons that seamlessly replace:
Credits:
Change notes
2020-11-22
2020-11-04
2020-09-20
2020-09-18
2020-09-16
childrenofadeadearth.boards.net/post/25586
Steam links
- Realistic Materials Pack: ?
- Echo's Fleet Logistics: ?
- Stock replacements and expansions: steamcommunity.com/workshop/filedetails/?id=2231272147
Manual installation
drive.google.com/drive/folders/1BseKnmjWII0BbK-zS5G-w69CFGtEMd0X
Stock replacements for RMP
Stock replacements for RMP is required for Realistic Materials Pack to work.
Realistic Materials Pack
Realistic Materials Pack (RMP) fixes bugs that are present in Community Materials Pack and removes unrealistic materials. It is compatible with EFL Structural Materials; it is not compatible with Community Materials Pack, Diamond New Melting Point (included in RMP) and Vanilla Materials Replacement (included in RMP).
To install RMP, follow the installation steps:
- elements: choose only one of the two versions; the version with emission lines won’t break any design; the version without emission lines might cause problems with lasers that use those elements (not yet tested) and it might improve graphic performances
- non-coolant, non-fluid, non-ions materials that won’t break any design
- coolant, fluid and ions: choose only one of the two versions; the version without refractive indices might improve graphic performances; it won’t break any design
- replacements for vanilla Beryllium, Boron Carbide, Boron Nitride, Cobalt Chromium Nickel, Diamond, Lithium-6, Potassium and Tungsten Rhenium: it might break some designs
- replacements for vanilla Ethane, Lithium and Tin: choose only one of the two versions; the version without refractive indices might improve graphic performances; it might break some designs
Echo’s Fleet Logistics
Echo’s Fleet Logistics is a collection of realistic modules and ships made out of realistic materials, and some spreadsheets.
EFL Structural Materials
EFL Structural Materials adds materials with a 1.5 yield strength safety factor (i.e.: structural yield strength = structural ultimate tensile strength = original yield strength / 1.5). If it helps to understand this better, the structural strength is to the original yield strength what the safe use temperature is to the melting point.
These materials are meant to be used in modules wherever there is mechanical stress (e.g. barrels, barrels armor, projectiles/armatures, momentum wheels, injectors/turbopumps, thermocouples, command modules, etc.) and to be replaced by their non-structural counterparts when the module is ready to be used. If later on you need to modify that module again, replace all the relevant materials with the structural ones, modify the module, then revert the materials back to their non-structural equivalents for the module to be ready to use. At this point, you may test it in a missile/drone/ship and upload the design if you so wish.
None of the structural materials must be used in sandbox and campaign because they do not reflect how their non-structural counterparts will actually behave under the same circumstances, and none of them must be present in any module or ship you publish.
EFL Structural Materials is based on RMP. This means that, for example, Tungsten Rhenium_Structural has a melting point of 2200 K.
It is compatible with Realistic Materials Pack, Community Materials Pack, Diamond New Melting Point and Vanilla Materials Replacement.
If you want to manually install EFL Structural Materials and already have custom materials in your mod folder, then you have to copy the content of each file you find in EFL Structural Materials and paste it inside the appropriate mod file, appending the content and without overwriting any file.
Stock replacements and expansions
Stock replacements and expansions is a collection of mods that improve the gameplay experience somewhat. These mods either seamlessly replace stock files or add new files.
AI improvement and expansion
Changes the default AI military doctrines to increase the campaign difficulty and reduce lag somewhat, and provides broadside and nose forward variants for each AI military doctrine.
Changes that apply to all AI military doctrines are:
- Combat Doctrine
- Drone Doctrine
- Weapon Destroyed Order: Homing
- Target Out Of Range Order: Broadside
- Enemy Missiles Inbound Order: Broadside
- Enemy Missiles Inbound Order: Homing
- Ignore Range If Over Ammo Threshold: 99% or 100%
- Ignore Range For Launchers: true
- Anti Flare Order: Nose Forward
- Only Against Uncrewed Enemies: true
Additional changes for Ranged Military Doctrine:
- Missile Intercept Doctrine
- Intercept Missiles: true
- Capital Ship Doctrine
- Targets Out Of Range Order: Broadside
- Ignore Range Only When Threats Are Firing: false
Drop Tanks crash and lag mitigations
A collection of external tanks and staged striker nuclear missile launcher that seamlessly replace:
- drop tanks, preventing crashes from damaged external tanks and preventing AI from jettisoning empty tanks (which may cause lag when in tactical combat)
- staged striker nuclear missile launcher, preventing the staged missiles from being launched when in tactical combat (which may crash the game if the drop tanks get damaged and cause lag when jettisoned in tactical combat)
English Locale improvement
To use this mod go to Options -> Language and select English Patch.
The changes are:
- UploadToSteamSuccessful Message Upload to Steam Workshop successful
- UploadToSteamFailed Message Unable to upload item to Steam Workshop.
- ArcLampPumpSubModule EnvelopeComposition Tooltip The envelope which encloses the excitation gas. It should be as transparent as possible, and as strong as possible to withstand the internal pressures.
- DesignMessage RailgunProjectileMeltage ExtraInfo Increase the rail conductivity, decrease the rail thickness, increase the rail length, decrease the bore radius, increase the armature mass, or use an armature material that is more dense or has a greater specific heat.
- DesignMessage TurbomachineThermalExpansionStress Text Turbomachine thermal expansion stress (%s) exceeds blade yield strength (%s).
Flak bug mitigations
A collection of mods that seamlessly replace:
- 10.1 kg Nitrocellulose Flak Bomb, mitigating somewhat the flak bug for the Flak Coilgun
- Flak Missile, mitigating somewhat the flak bug and preventing the ordnance from detonating near enemy missiles, drones and payloads (it adds a custom 10.1 kg Nitrocellulose Flak Bomb)
Hard Campaign
To use this mod, go to Campaign and select Children of a Dead Earth (Hard) from the drop-down list in the top-right corner.
The changes are:
- Retaking Ceres: added 1 enemy Laser Skiff
- Main Belt Extraction: replaced allied fleet with 1 Laser Skiff and 1 Raider
- Vesta Overkill: replaced allied Support Carrier with an Escort Carrier and added 1 enemy Marauder
- On the Surface of Giants: allied fleet can no longer be customized
- Solar Ties: replaced enemy Corvette with a Gunship and added 1 enemy Cutter and 1 enemy Missile Schooner
- Dusk Over Triton: added 2 enemy Orbital Defense Crafts in the Gunship and Corvette fleet, replaced enemy Solar Lance with 1 Support Carrier and 1 Cutter in the Siloship fleet
- The Jovian Lunar Tour: swapped the position of 1 enemy Marauder from the Europa fleet with 1 enemy Cutter from the Io fleet
- The Fall of Titan: replaced enemy fleet with 1 Fleet Carrier, 1 Support Carrier, 1 Siloship, 1 Gunship and 1 Laser Frigate
Radiators improvements
A collection of Silicon Carbide radiators that seamlessly replace:
- Aluminum radiators, making them flash-resistant and increasing stock ships survivability in this regard
- Titanium radiators, decreasing their mass and thickness to keep them in line with other stock radiators
Weapons improvements
A collection of weapons that seamlessly replace:
- 13.0 MW 11mm Autofire Railgun, increasing muzzle velocity and efficiency, and decreasing spread and mass. Since the loader loads the next shot and the capacitor recharges simultaneously if there is enough power available, there is no point in decreasing the loader reload time further than the capacitor charge time, thus the loader power consumption was tuned accordingly.
- 13.0 MW 11mm Turreted Railgun, increasing muzzle velocity and efficiency, decreasing spread and extruding the turret. Since the game engine has a refresh rate of 30 Hz, the loader reload time is effectively capped at 33.3 ms, thus the loader power consumption was tuned accordingly.
- 39.0 MW 11mm Scatter Railgun, increasing muzzle velocity and efficiency, and decreasing spread. Since the loader loads the next shot and the capacitor recharges simultaneously if there is enough power available, there is no point in decreasing the loader reload time further than the capacitor charge time, thus the loader power consumption was tuned accordingly.
- 39.0 MW 34mm Heavy Coilgun, increasing efficiency, turning speed and turret armor, and decreasing spread, mass and cost. Since the loader loads the next shot and the capacitor recharges simultaneously if there is enough power available, there is no point in decreasing the reload time further than the capacitor charge time, thus the loader power consumption was tuned accordingly.
Credits:
- Zane Mankowski (aka qswitched ), for this awesome game
- the Children of a Dead Earth community, for so many things without which you wouldn’t be reading this
- Rocket Witch , for their Complete Compendium of Modded Materials and their original hard campaign
- AtomHeartDragon , for his contribution to RMP and most of Other stock replacements mods
- SevenOfCarina , for her contribution to RMP, EFL Structural Materials, EFL realism checklist’s Fission Reactor tab and info regarding realistic fission reactors and radiators materials
- cipherpunks , for their contribution to RMP
- someone in particular, for their generosity
Change notes
2020-11-22
- Hard Campaign: it doesn’t overwrite the stock campaign anymore, now it’s a different campaign
- Changed a few mod names and improved their division into collections
- Updated readme
2020-11-04
- “Merged” RMP and EFL No Plumes. The installation process has changed and is now longer and more complicated, but it gives you a lot more choice. If you have already RMP installed, please reinstall it from scratch (see the installation steps above). We mostly modified costs, and I also fixed some bugs that prevented some stock material replacements from working properly. Me and AtomHeartDragon are still working on it, so if the new installation process is too bothersome for you, please wait until it’s done.
- Updated EFL realism checklist.ods: added 1.5 safety factor for radiator’s material yield strength
- Updated Laser ablation.ods
- Updated Hard Campaign:
- On the Surface of Giants: allied fleet can no longer be customized
- The Fall of Titan: replaced enemy fleet with 1 Fleet Carrier, 1 Support Carrier, 1 Siloship, 1 Gunship and 1 Laser Frigate
2020-09-20
- Updated AI military doctrines:
- missiles home onto other missiles
- Ranged, used in Orbital Fallout, now actively intercepts incoming missiles
2020-09-18
- Added Hard Campaign
- Added English Locale Patch
- Updated readme
2020-09-16
- Initial release