Children of a Dead Earth

Children of a Dead Earth

Fleet collection
31 Comments
Sunnysunsetday  [author] 12 Aug, 2019 @ 10:42pm 
I think that the gun fix their predict projectile trajectory equal to ship acceleration and it cause projectiles to undershoot the target .
Sunnysunsetday  [author] 12 Aug, 2019 @ 10:22pm 
I just discovered that gun targeting system must have some problem , fast projectile cant even hit a gunship that break away 90 degree using scatter command . it will hit if it close to each other enough.
AtomHeartDragon 18 Jul, 2019 @ 11:28am 
For me the main attraction of CDE is that its an attempt at bullshit-free realism.
Sunnysunsetday  [author] 17 Jul, 2019 @ 6:52pm 
have you considered playing games similar to CoDE , like Space Engineer ,Avorion ,it could retrieve you from boredom from CoDE slow update.
AtomHeartDragon 2 Jun, 2019 @ 4:16am 
Could you prefix your modules in some unique way?

250 t Methane Tank on your frigate, destroyer and cruiser clashes with Cane McKeyton's stuff.

COADE has only one namespace for everything.
AtomHeartDragon 24 May, 2019 @ 2:18pm 
Sorry, Sea Dragon was over 18kt total, not almost 13.
AtomHeartDragon 24 May, 2019 @ 2:11pm 
In any case, remove RC to test what is your ship's real survivability (it should be pretty good, actually, with redundant reactors, pretty good armor and very sturdy turrets, radiators are very vulnerable, though).
AtomHeartDragon 24 May, 2019 @ 2:09pm 
For decoy problems I see 3 options:
* move the flare ammo next to crew. It will kill the crew regardless of where it is if it explodes, so you might as well put both under the strongest armour you have.
* put small reactor or RTG on the ship, replace flares with small ones, shut down main reactors and fold their radiators when countering missiles. I often use that approch, the main drawback is inability to counter simultaneous missiles and drones/capships and that AI doesn't know how to use this.
* remove flares, concentrate on beefing up point defence and countermissiles.
AtomHeartDragon 24 May, 2019 @ 2:04pm 
I don't know how much structural strength would be reasonable for something llike CDE ships. Planned (in 1960s) Sea Dragon launch (so obviously >1g thrust) vehicle was almost 13kt and certainly much flimsier than anything in CDE.
OTOH rapid rotations are going to be much harder on the ship's construction than steady thrust in axis.

I build my ships with similar manoeuvrability, to be honest.
What your ships would *definitely* not survive is getting spun up to tens of RPS by massive ammo explosion with resulting tankage rupture.
Sunnysunsetday  [author] 24 May, 2019 @ 3:16am 
Question, how much g can 100 m ship can handle , especially, my ships, which manuvering around with 1+ g of thrust , I see no wobble but I think it should be , but I don't know much equation in these field.
Sunnysunsetday  [author] 24 May, 2019 @ 2:14am 
It really hard for me to test those ships with drone combine ,but today I just see how my ships operate in 60 fps. I really love those thrusters.
Sunnysunsetday  [author] 24 May, 2019 @ 2:06am 
Last month , I test my frigate with death star , and my ship alway go boom , i though it was bug , later you pointed me out lol.
Sunnysunsetday  [author] 24 May, 2019 @ 2:03am 
I think Mini radiator seem to waste good use uranium too , all of my ship operate around 2-5 gw , it will be huge , and missiles wont target anything that lower thsn my ship's heat signature.
Sunnysunsetday  [author] 24 May, 2019 @ 1:57am 
I tried both flak and nuke mixed but wont work, when trying to dig heavily armored ship, if it can , it will be huge, and less boom versus nuke in same mass, I just recently found new way to use these missile , by using carrier bone missile approching at very high speed , It will guarante no miss, even with my decoy and will wreak every things around the radiators .
AtomHeartDragon 11 May, 2019 @ 1:22pm 
You could try making a missile variant equipped with flak warhead and launch mixture of both types. With their accuracy you might get flaks to pierce a way for nukes to detonate inside (putting more than one warhead on a single missile is bugged). Given how accurate your missiles are, you might actually try to hit enemy missiles with missiles of your own in place of flares.
AtomHeartDragon 3 May, 2019 @ 1:47pm 
And given the kind of spin your ammo detonation gives to your ship it should realistically disintegrate from centrifugal force alone. It's like you placed a 1kt nuke inside your hull for your enemy to detonate.
AtomHeartDragon 3 May, 2019 @ 1:45pm 
For the record, I consider using remotes on crewed ships to be cheating as the crew no longer serves any purpose, so you effectively have a huge drone with canned meat - except you can't really use drones alone in the campaign. If fleet with no crewed ships automatically lost and its missiles and drones disabled, then remote would make a cool backup allowing controling zombie ship from a live one, but as it is it's pretty cheap (yeah, I used this trick when beating Vesta for the first time).
AtomHeartDragon 3 May, 2019 @ 1:42pm 
You either need to be able to lower your heat signature and launch more reasonable flares (I use this approach) or use something else - launch interceptors, microreactors optimized for heat production, field huge lasers or extensive PD battery, whatever.

And if you do want to keep those flares, at least wrap them in half the armour you have on turrets and move them somewhere under thick armour - given that they will kill everyone anyway if they explode it might as well be the nose or somewhere around crew modules. And rotate them to not be in line with external targets.
AtomHeartDragon 3 May, 2019 @ 1:37pm 
However, your decoys are liability rather than asset:
You have 1kt of conventional explosives on your ship, wrapped in 1mm of aerogel and half exposed at the back of the ship. For this mass you could have a complementary gun or laser battery or two and they would actually work instead of confusing your own missiles - 22t flares are just not practical, especially if launched at low velocity (meaning enemy missiles won't lose much delta-v) and the signature is still going to be too low if enemy missiles are configured for low cutoff.
AtomHeartDragon 3 May, 2019 @ 10:55am 
Anyway, your ships are both sturdy and manoeuvrable - it's really hard to penetrate (or dent) the armour from the front and the turrets are similarly hard to destroy. You also have your distinct style.
AtomHeartDragon 3 May, 2019 @ 9:25am 
That's what happens when there are tons of droptanks jettisoned while firing stock 60mm cannons. You might have more fun trying to use it than fight it, at least until AI and droptanks get some fixes. Or get the AI to spend enough delta-v to drop the tanks before combat. Depending on opposing fleet either one of the built-in AI settings or RCC-fleet one will work more or less adequately.

Anyway, regarding your missiles, I would try putting fluorine around the warhead and hydrogen further away towards both ends. That should help keep some of the tanks intact though tank punctures still drop your delta-v fast. I would also add some actual armour while trying to preserve manoeuvrability. They are good at hitting and dodging PD fire but there is no dodging lasers and sufficient numbers of kinetic PD guns will score a hit anyway by pure chance.

Sunnysunsetday  [author] 3 May, 2019 @ 2:53am 
I mean your ship mounted with many weapons ,it cool lookng but it lagged my laptop so much so it take long time to finish the battle even in 1v1 :(
AtomHeartDragon 2 May, 2019 @ 3:14pm 
My designs also work quite poorly under AI's control, as droptank jettisoning is semi-broken in combat and AI doesn't know how to use, say, underpowered decoy launchers in conjunction with backup RTGs.
AtomHeartDragon 2 May, 2019 @ 2:57pm 
Regarding my published ships - they are all restricted to the stock modules so far (multiple reasons - dependencies, compatibility, self imposed challenge, common tech baseline and more interest in ship than module building etc.), so I wouldn't expect them to be competitive against custom stuff.
Sunnysunsetday  [author] 29 Apr, 2019 @ 7:11am 
So I intent to use missile to annoy their pd and main gun and blow up their radiator and thruster when hit not full destruction of the ship

I think drone would done some thing like usa did with yamato in ww2 , but not with laser ship :/

I think drone is much better solution , but not with my laptop,
When Ai love to pull out every drone they have just to fight single ship.

It took me 5 - 10 minute to test your gunship with other people ship :(

In the end i will create drone with some missile just to draw their intention away to get close and blow up their radiator away , then main fleet arrive and sweep them away. It take looooong time to test and finish it

Sorry for no reply to be honest, and some wrongful grammar.
Sunnysunsetday  [author] 29 Apr, 2019 @ 7:11am 
But if it lucky enough to nuke at the very near to the main thruster
It can screw everything inside the ship and leave a few propellant tanks at the front, but even all personal KIA,but my ship still has remote control located at the front (and other people design might have it as well ) , the ship still 100% in control, and you still have to worry about the cost.

Sunnysunsetday  [author] 29 Apr, 2019 @ 7:10am 
I can put some small armor armor block at the front of the missile BUT the missile just disable it self when it's armor got penetreat and yet no module disable ,the armor block still not dissolve , just 2 thruster at the very front .

I found that my missile is useless to fight a ship with a lot of laser pd or decoy , like your ship , 60 of them score no hit with your destroyer , if 60 of them hit , it still not done enough significant damage .

I tried heavily armored missile with many 10Mt nuke that i copy from some one else in the forum , deonate in very close to my fleet but still not done much critical damage , it just blow up some radiator , few main thruster or rcs .
Sunnysunsetday  [author] 29 Apr, 2019 @ 7:10am 
But i think there is problem with the missile , sometime some of them dont show armor at the half front , when it get hit by a laser ( even the normal one ) it just penetrate but not critically damage important modules like remote control and the ordance ,it still not melt all the propellant but the missile disable it self?

Yesterday I saw you comment about missile, while i play coade , I immedialey check it .

AtomHeartDragon 28 Apr, 2019 @ 10:03am 
Regarding the missiles - they are very novel concept with a lot of manoeuvrability, but laser PD, even stock, swats them like flies. Some anti-laser armour would be worth consideration.
AtomHeartDragon 22 Apr, 2019 @ 7:45am 
One more thing:
For turrets osmium is pretty much THE optimal momentum wheel material (for rocket gimabals you might be more interested in minimizing mass at all cost).
You can still make the wheels very light by making them very thin - yes, CDE doesn't allow direct manipulation of momentum wheels dimensions, but it always tries to fit them outside of barrel armor cyllinder, so you can fine-tune that. The shape of the reaction wheels is shown on the diagram.
AtomHeartDragon 21 Apr, 2019 @ 11:46am 
Really nice collection of ships!

Good delta-v, manoeuvrabiulity and quite formidable in combat.
I like new reactor positioning too.
Very interesting missile design as well.

Some observations:
- decoy ammo needs to be moved and made sturdier. It's very easy to detonate at which point you have mostly hollow husk spinning at several times per second.
- decoy launchers could use better launch velocity, fast moving decoy requires bigger course corrections on part of the missile, and also puts more distance between missile and ship.
- multi-ton decoys are probably waste of mass - at this point you might be better served firing mini-reactors with high heat signature.