Post by sage on Jun 24, 2022 22:03:53 GMT
Realistic space warfare: the intersection of attack vector tactical and children of a dead earth.
Like all of you I did not buy this game for cool space battles, interesting world building, or epic storylines. I bought this game, just like all of you to see what real space warfare would look like.
There are hundreds of space warfare games out there. But most only simulate naval warfare from the First and Second World War, with some elements throw in form the cold war or modern era.
Out of these hundreds of games, only two take space warfare seriously, attack vector tactical and children of a dead earth.
Outer space is vast, and always expanding. The laws of physics tell us that matter cannot be created or destroyed. And the same amount of material must now fill an ever-expanding space.
The result of which is that space itself is empty, with no atoms to transfer or retain heat. Meaning that you cannot use conduction or convection to carry away excess waste heat.
Radiators become the only way to prevent your spaceship from turning into a death trap.
The need for radiators explains one of the primary assumptions made in both of these games, that there is no stealth as you are forced to transmitted vast amounts of heat against a low temp background, that produce a large contrast, that make you easier to track. We will look more into this later.
But this ask a new and important question, how realistic are our assumptions. Many of you that have read previous post, or delved in to NASA papers on space travel, are already questioning the assumptions made in children of a dead earth. The one that comes up the most is whether there is enough volume in our crew modules for long-term space travel. Some of us have even questioned the six-month assumption of food, water and oxygen resource in this game. This is especially true after some of you have played missions that have lasted more than six months. Like the mission from one of Jupiter’s moons to Mars that can last for two years.
I believe that the intersection of these two games will allow us the best way to check our assumptions. For the last couple of months I have been designing the ships form Attack vector tactical in children of a dead earth.
I would normally upload them to steam, but the creator of Attack vector tactical gave me three conditions for their upload, which I don’t know if I could meet.
My solution to this problem is to do design the ship that would have been designed by players, if AV:T and CoaDE had agreed to put AV:T ships into CoaDE. What if player had seen the ships in CoaDE and asked how would they have designed them. And that what I'm working on now. There would be no conflict if they were ship that I designed, instead of me recreating AV:T in CoaDE.
Like all of you I did not buy this game for cool space battles, interesting world building, or epic storylines. I bought this game, just like all of you to see what real space warfare would look like.
There are hundreds of space warfare games out there. But most only simulate naval warfare from the First and Second World War, with some elements throw in form the cold war or modern era.
Out of these hundreds of games, only two take space warfare seriously, attack vector tactical and children of a dead earth.
Outer space is vast, and always expanding. The laws of physics tell us that matter cannot be created or destroyed. And the same amount of material must now fill an ever-expanding space.
The result of which is that space itself is empty, with no atoms to transfer or retain heat. Meaning that you cannot use conduction or convection to carry away excess waste heat.
Radiators become the only way to prevent your spaceship from turning into a death trap.
The need for radiators explains one of the primary assumptions made in both of these games, that there is no stealth as you are forced to transmitted vast amounts of heat against a low temp background, that produce a large contrast, that make you easier to track. We will look more into this later.
But this ask a new and important question, how realistic are our assumptions. Many of you that have read previous post, or delved in to NASA papers on space travel, are already questioning the assumptions made in children of a dead earth. The one that comes up the most is whether there is enough volume in our crew modules for long-term space travel. Some of us have even questioned the six-month assumption of food, water and oxygen resource in this game. This is especially true after some of you have played missions that have lasted more than six months. Like the mission from one of Jupiter’s moons to Mars that can last for two years.
I believe that the intersection of these two games will allow us the best way to check our assumptions. For the last couple of months I have been designing the ships form Attack vector tactical in children of a dead earth.
I would normally upload them to steam, but the creator of Attack vector tactical gave me three conditions for their upload, which I don’t know if I could meet.
As the owner of AV:T, I tried to convince the developers of CoaDE to do an actual licensed version/head to head play game; they just kind of ignored me. If it doesn't run the risk of getting me into a lawsuit, I'm OK with it. That said, that being "OK with it" requires the following:
A) It is utterly revocable by me, with no discussion or appeal.
B) If the owners of CoaDE ever return from Beyond the Rim, they can revoke it at any point in time.
C) If you're going to make money off of it, you need both the makers of CoaDE and my approval to do so.
A) It is utterly revocable by me, with no discussion or appeal.
B) If the owners of CoaDE ever return from Beyond the Rim, they can revoke it at any point in time.
C) If you're going to make money off of it, you need both the makers of CoaDE and my approval to do so.
My solution to this problem is to do design the ship that would have been designed by players, if AV:T and CoaDE had agreed to put AV:T ships into CoaDE. What if player had seen the ships in CoaDE and asked how would they have designed them. And that what I'm working on now. There would be no conflict if they were ship that I designed, instead of me recreating AV:T in CoaDE.