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Children of a Dead Earth

vean

Scholar
Joined
Jan 3, 2016
Messages
296
So this is a thing



The Most Scientifically Accurate Space Warfare Simulator Ever Made.

Children of a Dead Earth is a simulation of true-to-life space warfare. Design your spacecrafts using real world technologies. Traverse the solar system using actual orbit mechanics. Command fleets as the solar system descends into war, and see if you have what it takes to become the victor.

Features

REAL SCIENCE, REAL TECHNOLOGY - Every technology, from the Nuclear Thermal Rockets, to the Railguns, to the Magnetoplasmadynamic Thrusters, was implemented using actual equations from Engineering and Physics textbooks and white papers. Everything aspect of these systems, efficiency, size, mass, power usage, heat dissipation, are all derived from valid equations.

CAMPAIGN AND SANDBOX MODES - Assume the role of an admiral and fight through a detailed storyline chronicling the descent of the solar system into all out war, spanning every planet in the solar system and everything in between. Or simply play in the sandbox, designing ships and pitting them against other ships.

EXTREMELY ACCURATE ORBITAL MECHANICS - With an N-Body Simulator (the kind NASA uses to plot actual spacecraft trajectories), all orbital phenomenon from hyperbolic orbits, Lagrange points, and orbital perturbation are all correctly simulated. Spacecrafts can stationkeep orbits, or enter into free falling perturbed orbits.

1:1 SCALE - The solar system is modeled completely to scale. The sizes of all planets, moons, and asteroids are accurately enormous, and the distance between them is similarly mindboggling huge. The extremely high orbital speed of your ships deep in high gravity orbits is correspondingly correct.

FREEFORM SHIP DESIGN - Build your spacecrafts out of rockets, propellant tanks, weapons, powerplants, radiators, and crew modules. Wrap it all up with multiple armor layers, and maybe a Whipple Shield to boot. The acceleration, moment of inertia, delta-v, and much more are all correctly calculated for all spacecrafts you design.

HIGHLY GRANULAR MODULE DESIGN - Tweak everything from the nozzle length or stoichiometric mixture ratio of your bipropellant rockets to the armature and rail dimensions of your railguns. The results of every change is seen in real time, from the change in your rocket's exhaust velocity, to your railgun's inductance or muzzle velocity.

PHYSICALLY ACCURATE MATERIAL PROPERTIES - All materials, chemical reactions, and spectra are physically correct. When your arclamp pumps your solid state laser, the pumping bands are need to have to match up with the actual emission spectra of your excitation gas. When the photon absorption of a material is needed, it is derived from actual refractive index spectra data.

IN-ENGINE MOD SUPPORT - The engine supports black box creation of untested or far future technology for modders to work with. All other game data, from levels to material properties, is also accessible to modders.


All of the above aspects combine to yield a space warfare simulator that is unparalleled in scientific realism. No other game combines the extremely accurate orbital mechanics, 1:1 scale of the solar system, and technology which is implemented 100% by scientific equations. If you ever wanted to know what space warfare would actually be like, this is the game for you.

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SerratedBiz

Arcane
Joined
Mar 4, 2009
Messages
4,143
CONS:

- I'm really used to the mouse rotating in another direction when I drag it a certain way. It would be really nice to have an option where we can invert certain dragging directions.

Sorry, this kind of makes it a no go for me.
 

Burning Bridges

Enviado de meu SM-G3502T usando Tapatalk
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Apr 21, 2006
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27,562
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Tampon Bay
Is this EA or a complete release? And is there a demo or something to try it out first?

Some reviewer wrote that after KSP he thought he was prepared for realistic hard sci fi but took a "hypervelocity slug to the face" :lol: and another wrote "warning" that it will "ruin all soft scifi for you forever" :o These are pretty audacious recommendations if this is really true I will definitely get this, as the topic is super interesting to me.
 

Zarniwoop

TESTOSTERONIC As Fuck™
Patron
Joined
Nov 29, 2010
Messages
18,650
Shadorwun: Hong Kong
KSP with pew pew added? Want. Just too bad the interface looks like it was designed by a 12-year old in MS Paint. While high.
 

Burning Bridges

Enviado de meu SM-G3502T usando Tapatalk
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It says most accurate space warfare simulator ever, you schmuck. KSP is only a sandbox with retarded green aliens.
 

sser

Arcane
Developer
Joined
Mar 10, 2011
Messages
1,866,661
Would cannon ball type weapons make a return in large-ship space combat? I figured the force of cannon shot would send a ship spinning when struck. Wouldn't keeping a ship steady be the focus in space combat since every little motion has to be counteracted or else you'll end up spinning around? My notions of space are based on the Gravity movie, btw.
 

Burning Bridges

Enviado de meu SM-G3502T usando Tapatalk
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The Soviets used a 23mm cannon on their secret Almaz station and test-fired it on several occasions, so it should not be super hard.
The Americans will also have test fired a weapon one way or the other, but not much is known.
 

vean

Scholar
Joined
Jan 3, 2016
Messages
296
Would cannon ball type weapons make a return in large-ship space combat?
Probably not. Since there's no atmosphere you can launch tiny projectiles at extremely high speeds that hit as hard but get to their target a lot sooner.
 

Burning Bridges

Enviado de meu SM-G3502T usando Tapatalk
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In principle space is ideal for projectile weapons. I have no information about the recoil problem, but it must have been easily solved. A 20 mm shell has in the range of 40,000 Joule of energy, so if you multiply that by the number of shells fired you roughly get the energy to compensate.
 

Burning Bridges

Enviado de meu SM-G3502T usando Tapatalk
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The documentary Astrospies is a very good introduction into the topic.

Others that I would recommend is "Sputnik declassified" and "Nukes in Space". Sputnik declassified is especially interesting because it promotes the idea that Eisenhower let the Russians have the first flight with Sputnik, so they would resolve the tricky overflight question for him.
 

Galdred

Studio Draconis
Patron
Developer
Joined
May 6, 2011
Messages
4,346
Location
Middle Empire
Steve gets a Kidney but I don't even get a tag.
Would cannon ball type weapons make a return in large-ship space combat? I figured the force of cannon shot would send a ship spinning when struck. Wouldn't keeping a ship steady be the focus in space combat since every little motion has to be counteracted or else you'll end up spinning around? My notions of space are based on the Gravity movie, btw.
Actually, self propelled missiles with a purely mechanical payload would make more sense, because a cannonball would not be able to modify its trajectory.
 
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Messages
2,727
Codex 2012 Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Codex USB, 2014 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. My team has the sexiest and deadliest waifus you can recruit. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Game is really fun, the guy who's making it really did his research. If you want combat in space, this beats KSP with BD Armory hands down.
 

Destroid

Arcane
Joined
May 9, 2007
Messages
16,628
Location
Australia
The simulation is cool, but after watching gameplay the actual encounters look pretty lacking in tactical options. I suppose things could get rather complicated if you are using multiple ships each, where your tactics would come out more in the orbital intercepts.
 

Mustawd

Guest
Seems more strategic than tactical. It's all about the initial setup, making sure you have the correct ships for the fight.

Once combat starts it feels like the only tactical decisions are what part of the enemy to target.

I agree on the multiple ship part.
 

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