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Post by gedzilla on May 2, 2020 21:04:57 GMT
Personally I'd love to have the chance to design stock ships for the game. And some ship building tutorials
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Post by eternalsorrow on May 2, 2020 21:12:00 GMT
The game basically contains any info needed to build a good ship from existing modules. The only really counter-intuitive thing is armor since it requires a bunch of specialized layers of proper materials properly placed.
Module building is much more complicated though, and would require a dedicated tutorial for an each module type. That's a pretty high text volume.
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Echo
Full Member
Posts: 141
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Post by Echo on May 4, 2020 9:11:43 GMT
CoaDE certainly deserves to be bought. I agree, and I hope at least this much can be inferred by the content of my posts here. If I have to be honest though, the fact that COADE deserves to be bought isn't the main reason why I would like to buy it, but the second. The main reason is that I would like to support qswitched so that he doesn't have to struggle financially anymore. There are a few things I'd like to do when I get a job. And currently this is not low on the list. In the mean time, I'm mentioning COADE to other people when I can (I'll admit I'm not being very successful at this though). The game basically contains any info needed to build a good ship from existing modules. The only really counter-intuitive thing is armor since it requires a bunch of specialized layers of proper materials properly placed. Module building is much more complicated though, and would require a dedicated tutorial for an each module type. That's a pretty high text volume. The wiki is there for that, it just needs some love
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Post by cipherpunks on May 15, 2020 4:39:45 GMT
I think that a post of mine is relevant in this context. I won't quote it here in full, but still I'll include this: Dear CoaDE player, whoever you might be!If you think that some stock module is useless or has a serious fatal flaw - please tell us that module's name, reasons for modification, and possible ideas/direction for such modification. TIA.
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Post by cipherpunks on May 15, 2020 5:26:48 GMT
Okay I'll start: - Worthless stock module name: 13.0 MW Flak Coilgun- Flaws: -- meagre, lag-inducing 1.2km/s projectile velocity paired with... -- a joke instead of reload mechanism - 8.67 seconds - are they go EVA to muzzle-reload it musket-style, or what? -- wide 0.03° spread -- that for 59 tons?!?! -- huge bulky attached ammo bay - limits sane placement options -- flak is known to be buggy (game deleting fragments after tick?) - Possible ways to improve: -- needs more projectile velocity badly - maybe lighten projectile?.. -- needs to fire more often to actually do some damage -- ammo bay needs to be separate-- it would be good if capacitor dimensions were smaller -- overall weight needs to be reduced Sadly there is no easy, currently accessible way to fix the game deleting flak fragments prematurely. I mean yeah right, for a quick test I lowered this chem.gun's flak payload mass three-fold, but the shrapnel got better; it has min. allowable caliber of 92mm (because of default remote), and - while weighting around one half of that worthless coilgun - it delivers a shell every two ticks (reload time is whopping 65.9ms @ same 2.1MW) at 1.32 km/s velocity, while being four times more accurate spread-wise! And it's "old technology". Now my Corsair clone - albeit not being particularly good concept per se - actually does something with that flak! Flak 5 kg 92 mm Turreted Cannon.txt
ExplosiveModule 3.73 kg Octogen Flak Bomb UsesCustomName false Length_m 0.246 ExplosiveMass_kg 0.0093 ExplosiveComposition Octogen ShrapnelMass_kg 3.718 ShrapnelComposition Diamond Detonator HardRange_km 0.01 ActivationRange_km 0.3 MinimumRange_km 0 OverrideTimer_s 0 TargetsShips true TargetsShots true
CraftBlueprint Flak 5 kg 92 mm Modules 3.73 kg Octogen Flak Bomb 1 0.526 null 0 0 Default Remote Control 1 0.025 null 0 0 Armor Shape Cylindrical Concave true ArmorLayers Amorphous Carbon 0.005 0 0 1 1 0
ConventionalGunModule Flak 5 kg 92 mm Turreted Cannon Description 2.04 MW loader for 66 ms reload 0.62 MW loader for 99 ms reload 880 ammo 2 stacks = 2.07 m 36.8 t 1300 ammo 3 stacks = 2.07 m 41.1 t UsesCustomName false Barrel Composition Vanadium Chromium Steel Length_m 2.8 Thickness_m 0.08 BarrelArmor Composition Diamond Thickness_m 0.3 Propellant Composition Octogen Mass_kg 5 GrainRadius_m 0.0104 Projectile Composition Osmium BoreRadius_m 0.046026 Mass_kg 0.0001 Tracer null Payload Flak 5 kg 92 mm Loader PowerConsumption_W 2.04e+06 ExternalMount false InternalMount false Turret InnerRadius_m 0.956 Extruded true ArmorComposition Amorphous Carbon ArmorThickness_m 0.08 AttachmentCount 1 ElectricActuators PermanentMagnet Neodymium Iron Boron PowerConsumption_W 2.45e+06 AttachedAmmoBay Capacity 880 Stacks 2 TargetsShips true TargetsShots true
p.s. can't attach again - says forum size exceeded; might that screenshot-deleting pass is in order.
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Post by AtomHeartDragon on May 15, 2020 11:11:57 GMT
This is relevant to this thread: childrenofadeadearth.boards.net/thread/3222/stock-designs-flaws-suggested-improvementsOkay I'll start: - Worthless stock module name: 13.0 MW 11mm Autofire Railgun- Flaws: -- meagre, lag-inducing 1.2km/s projectile velocity paired with... -- a joke instead of reload mechanism - 8.67 seconds - are they go EVA to muzzle-reload it musket-style, or what? Either something is seriously wrong with your installation or you have somehow conflated 11mm Autofire with Flak CG. The latter sucks indeed, the velocity doesn't warrant using EM gun when chemical cannon would have achieved same or better performance with much lower power consumption and much higher rate of fire, plus the low velocity cripples the gun due to flak bug. OTOH flak CG can be very easily tweaked into hilariously superior alternative to 34mm heavy coilgun.
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Post by cipherpunks on May 15, 2020 11:56:55 GMT
Arrrgh! Yeah, you're right and I was wrong - stupidly wrote a false module name at first; ofc it's Flak one; edited, thanks. Since then I tweaked its chem.gun "counterpart" a bit more, and that started to kinda work.
But I think that I've "kicked a dead pig" with this one, so to say - clearly "staging" feature seems broken in coilgun game module, can't be easily fixed by us.
And thank You for pointing me to that thread. I remembered that it existed, but somehow forum search wasn't cooperating when I tried to find it earlier today.
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Post by AtomHeartDragon on May 15, 2020 14:20:01 GMT
Almost everything turreted that has reaction wheels: Huge, massive, very poorly optimized reaction wheels due to the way reaction wheel dimensions are determined (see turret diagram in module designer). For optimum mass efficiency barrel diameter (along with armour) should be close to maximum allowed for turret of that size, which yields thin, maximum diameter reaction wheels (which can then be made out of densest sufficiently strong available material for power optimization - remember power requirements grow with square of velocity, but momentum does not, this applies to spinning objects too). For that turret can be shrunk OR barrel thickened (by low density bracing if needed), or multi-barrel assembly can be used. For low powered applications actuators are almost universally better and don't inflate in mass with increasing turret/barrel assembly diameter ratio. Staging is only broken for capacitors, though. For coilguns there are still 3 types of good designs: - Single stage capacitor based designs are pretty good to around 7.5km/s (can be pushed to almost 10km/s at rapidly diminishing efficiencies) and can be made very compact.
- Multi staged direct-power sandblasters/needlers can be pushed to around 40km/s when using near GW power (shared between >10 guns), with capped rate of fire (albeit with somewhat sub-par efficiency) with very long barrels, while still remaining slender, turretable and lightweight.
- Multi staged direct-power heavy coilguns can achieve near 100% efficiencies with heavy slugs with capped out rate of fire (long firing times, so no power sharing). They are good up to around 7.5km/s. Larger versions (around GW power and kg range slugs) pretty much have to be spinal (run the CG bundle along most of the hip's length), smaller can be reasonably turreted.
Most CGs benefit from slender projectiles which can also be an advantage, especially at less extreme velocities, but sucks for payloads (though very long, thin flak bomb using fuse might be workable).
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Post by eternalsorrow on May 15, 2020 15:18:47 GMT
I've done a bunch of rebalance mods for other games, but CoaDE with its variety and absence of some "hardly fixed" modules to compare is an absolute pain for that. My thoughts about stock modules, crafts and how it should look like: 1. No hyper-optimization. Gigawatt reactors, laserstars, thousands of micromissiles - all of that doesn't belong there. 2. No drop tanks on stock crafts. Droptank-oriented ships are supposed to be very mission-specific and cannot be simply refueled by a tanker or depot. 3. No much of personal style. Stock ships are examples, not canvases for self-expression. 4. Decent armor schemes. Stock crafts got absolutely useless, heavy and expensive armor making them very fragile. Stuffed Whipple + spall liners of proper materials should be on every craft; larger ships like Gunship or Corvette should introduce multi-Whipples/anti-laser/anti-flash/ablation/further layers as well. 5. No aluminium radiators on military crafts, damit.
The next questions have to be answered in a certain order to make re-working the stock stuff meaningful and efficient.
6. The main question: should we stick to stock reactors, or increase their power output by a more optimized design? They are definitely under-optimized on their own, replacing HD as an outer coolant can provide a huge performance boost. 7. What stock guns are okay and what should be re-designed? Personally, I don't recall stats of all stock guns, but as far as I remember only small conventional guns (<= 60mm), 13 MW railgun, Sniper coilgun and 13 MW laser were useful. The rest is too heavy/too power-hungry/absolutely useless, underline what fits better. That would be not an issue if all of them had an obvious designated role, but AFAIK only ~half of them got some designated purpose, with the rest existing for no reason. 8. Joke weapons like 1200mm gun, nuke/flak coilguns and 300MW lance laser may remain unchanged, since they are demonstrators of what could be built.
9. Payload redesign. Missiles with <1 km/s of dV are hard to use and require a bunch of micro only to not run out of dV on final burn. Beam drones are garbage, Lancers and Hellfires need a bit of love.
10. Stock craft redesign itself. If previous questions were correctly answered, this should be pretty easy. Almost each craft in game has got some specific role for which it may be optimized in a obvious way. Sufficient power, redundancy, flares, proper materials, 0.5-0.7g of thrust, etc.
A word about craft costs: A material cost is not an issue. The issue is a production cost, which is not being taken into account. Monolithic 5cm armor will be much cheaper than 10 spaced 5mm layers; 1 GW reactor should cost more even if it contains less materials by mass and cost, since it is more complex itself and has to be built with higher precision.
If qswitched would introduce a production cost depending on detail shape, material processing complexity and a module assembly difficulty, this would be a strong hit below the belt to the laserstar meta, and will introduce much more compromises into ship designs to deal with.
This also allows to implement different "technological eras" by a simple application of multipliers to production costs.
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Post by AtomHeartDragon on May 15, 2020 17:04:01 GMT
I've done a bunch of rebalance mods for other games, but CoaDE with its variety and absence of some "hardly fixed" modules to compare is an absolute pain for that. My thoughts about stock modules, crafts and how it should look like: 1. No hyper-optimization. Gigawatt reactors, laserstars, thousands of micromissiles - all of that doesn't belong there. 2. No drop tanks on stock crafts. Droptank-oriented ships are supposed to be very mission-specific and cannot be simply refueled by a tanker or depot. 3. No much of personal style. Stock ships are examples, not canvases for self-expression. 4. Decent armor schemes. Stock crafts got absolutely useless, heavy and expensive armor making them very fragile. Stuffed Whipple + spall liners of proper materials should be on every craft; larger ships like Gunship or Corvette should introduce multi-Whipples/anti-laser/anti-flash/ablation/further layers as well. 5. No aluminium radiators on military crafts, damit. The next questions have to be answered in a certain order to make re-working the stock stuff meaningful and efficient.
6. The main question: should we stick to stock reactors, or increase their power output by a more optimized design? They are definitely under-optimized on their own, replacing HD as an outer coolant can provide a huge performance boost. 7. What stock guns are okay and what should be re-designed? Personally, I don't recall stats of all stock guns, but as far as I remember only small conventional guns (<= 60mm), 13 MW railgun, Sniper coilgun and 13 MW laser were useful. The rest is too heavy/too power-hungry/absolutely useless, underline what fits better. That would be not an issue if all of them had an obvious designated role, but AFAIK only ~half of them got some designated purpose, with the rest existing for no reason. Joke weapons like 1200mm gun, nuke/flak coilguns and 300MW lance laser may remain unchanged, since they are demonstrators of what could be built. 9. Payload redesign. Missiles with <1 km/s of dV are hard to use and require a bunch of micro only to not run out of dV on final burn. Beam drones are garbage, Lancers and Hellfires need a bit of love.
10. Stock craft redesign itself. If previous questions were correctly answered, this should be pretty easy. Almost each craft in game has got some specific role for which it may be optimized in a obvious way. Sufficient power, redundancy, flares, proper materials, 0.5-0.7g of thrust, etc. - Thousands of micromissiles are out for computer performance reasons. I'd also add no stupid material use (potassium anything kindly GTFO), and no cheese abuse (like direct/near direct impact payload PD relying on fusing enemy missiles prematurely).
- The only good reason for not having droptanks, or having few of them is flaky implementation (tanking, heh, performance and crashes). Other than that they are versatile thing to have - you get propellant you don't need to armour and refueling is dead simple - just flick the auto-jettison switch to 'off' position. If only non-detaching external tanks were emptied first.
- I can't help myself here, though you can find rational justification for pretty much any aesthetic flair in my designs - good form tends to follow from function. Also, I do consider stock style to be a style, or actually a bunch of styles too, some pretty cool looking (I actually like both the new streamlined and old tincan/new carrier style for stock methane lineup), and some actually less justified than mine (say, Marauder's hexagonal hull).
- Very much yes. RCC makes for a pretty bad bulk layer due to cost and brittleness (at least it's light). External anti-flash/anti-sand layers could also be beneficial, though they almost inevitably end up adding aesthetic flourish especially when zoned.
- Aluminium radiators are good for disposable stuff, like cheap drones. You could also use them for non-essential subsystems like launchers (if your ship is being flashed chances are it has already blown its - missile - load).
- That's a good question. I actually have a line-up of (fairly optimized) stock analogues for a range of exit temperatures, from 100% stock-like, to highest practical with stock radiators at given scale, aiming for same radiator requirements and same or easily padded length to allow stock prototyping: steamcommunity.com/sharedfiles/filedetails/?id=1947219419
That actually allows to postpone answering that question because you can just swap in several reactor variants into stock prototype (although the answer will impact weapon loadout). - Most stock guns suffer heavily from their massive and suboptimal reaction wheels bloating turrets' size, mass and cost. Other than the listed ones 60 and 100MW turreted coilguns are very practical by stock standards, 6mm 39MW railgun is fragile and heavy but has its niche. 13 and 100MW lasers also don't seem half bad for their power level (though I'm not a laser specialist).
More details on individual weapons (and I have tried hard to find a good use case for almost all of them): childrenofadeadearth.boards.net/thread/3381/compendium-stock-modules Also, some of the joke weapons are actually signature weapons of some stock ships (Corsair, Hiveship, Gunship, Siloship).
- ...
- Stock munitions are pretty bad. Even large missiles use monoprops and bad, heavy armour schemes. Drones use bad and heavy armour while lacking survivability features that would allow them to benefit from not having CMs as large, snipeable points of failure.
- Stock designs tend to share a few problems:
- Very low firepower to armour mass ratio. That's mostly due to lack of available power and very thick armour. That needs to be addressed.
- Poor armour scheme - see 4.
- Bad module layout. Explosive modules tend to be located in the least safe places possible, crew modules tend to be spread along axis which protects them against simultaneous broadside penetration, but makes them vulnerable to both centrifugation and penetration along axis, reactors tend to be clustered and easily taken out with missiles.
- Low thrust. 0.5-1.5G range seems to work the best. Note that this implies either using non-stock NTRs or only methane propellant. Has anyone built a worthwhile water solid core motor?
- Overspecialization. A ship needs to carry engines, reactor, radiators, propellant, and good number of crew (life support, administrative, doctor, cook, etc) regardless of anything else. Adding additional weapon systems to that like 60mm CIWS, 13MW laser PD grid or a bunch of missile blast launchers is going to greatly expand ship's tactical options without significantly increasing mass and cost, especially compared to having a dedicated ship for those modules. It's also unlikely to blow up armour cost since most of theose additional modules are either external or can be slotted neatly into almost inevitable gaps. This is hard to address without significantly changing stock ship's doctrine, but with stock and stock like designs only very small vessels need to specialize to this extent. The only other hyperspecialized designs would be unarmored dedicated laserstars and missile/drone buses.
Two points regarding material costs:
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Post by eternalsorrow on May 15, 2020 22:05:10 GMT
You get bigger part of your propellant exposed and vulnerable to a random hypersonic sand grain. This is not an issue if you are not planning to fly somewhere else after combat or spend most of your propellant preliminarily, but in any another case it is undesirable to risk large of your dV this way. I think in CoaDE lore fleets would much less lean on droptanks in tactical range than it makes sense in game. JLO is an example, except the tanker.
The game considers most of stock warships as disposable ones, so they've got aluminium radiators with no redundancy. I see no reason to use them on any kind of a capital ship since non-essential subsystems can be cooled by more resilient ones with no significant mass increase. The point is that aluminium radiator can be nuked from far away, where the ship itself won't suffer such a catastrophic damage - flash armor can be very light and thus feasible for carriers.
Aluminium is a good variant for drones, and civilian crafts - they have much better mass ratios and are more sensitive to mass changes; but for nothing we want to survive nukes, at least on distance.
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Post by AtomHeartDragon on May 19, 2020 12:11:19 GMT
You get bigger part of your propellant exposed and vulnerable to a random hypersonic sand grain. This is not an issue if you are not planning to fly somewhere else after combat or spend most of your propellant preliminarily, but in any another case it is undesirable to risk large of your dV this way. I'm not sure it's a good idea to be planning to fly anywhere after getting into shooting fight. Alive & in stable orbit seems like a pretty good outcome already. And if you still have propellant, tanks, engine(s) and crew you can always cut off pieces of your ship to lighten it up. Anyway, it really depends on how much delta-v you are exposing this way, and you really want to burn the delta-v in droptanks first and will likely maneuver before shooting starts. Of all ship's components the propellant is by far the most problematic and self defeating to armour so deciding NOT to armour a fraction of your propellant seems like a valid option. Droptanks occupy an intermediate niche between tanker and internal tanks. Tankers get you between battles (and carry out logistic operations), droptanks get you into battle, internal tanks get you around during the battle. A transferable tank tanker would be an attractive way of solving the problem of replacing droptank delta-v. Instead of pumping propellant from built in tank (or even a droptank) into a warship, you'd just detach the tank from a tanker and hang it onto a warship. You'd still need some pumping to replenish internal tanks, but tanks are tanks are tanks so it would actually be lighter solution to transfer one whole tank than to pump the same amount of propellant between two. Huge armour mass budgets and distributed CMs suggest otherwise. The game generally doesn't have consistent warship doctrine or doctrines, and that's the problem. My sub-kt ships on which it's genuinely hard to add survivability features have better overall survivability than stock ships and that's not for the lack of trying. That's true. Stock ships generally have a lot of survivability features that are hard to make work or require significant sacrifices, but lack much cheaper and effective ones that would actually prevent the ones they do have from becoming pointless - weakest link and all. Spreading CMs along ship's long axis adds significant constraints on agility and only helps if the ship hasn't been cored along long axis, had all external modules shot off or lost power generation. Adding heavy armour doesn't help if ship is reduced just to its armoured volume by enemy fire. Meanwhile distributing power generation or adding backup power is cheap and doesn't hamper ship's performance. Adding additional weapon systems, especially light and low power ones like conventional cannon CIWS is pretty much free as well. With high thrust engines propellant doubles as armour AND force multiplier for your guns and missiles, and so on.
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Echo
Full Member
Posts: 141
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Post by Echo on Aug 18, 2020 15:10:21 GMT
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Echo
Full Member
Posts: 141
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Post by Echo on Aug 29, 2020 19:03:02 GMT
CoaDE certainly deserves to be bought. Do it. Someone from the community kindly gifted me the game... Thank you again! Now I can upload mods to the workshop too, but of course I won't stop posting them here. Well, I'm actually thinking of uploading them to Google Drive (since it is easier for me to maintain) or, if I can manage, to PrivateBin.
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