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Offline Asid

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Children of a Dead Earth
« on: September 24, 2016, 03:35:11 AM »


Children of a Dead Earth

The most scientifically accurate space warfare simulator ever made.

Official site: Click here
Official Forum: Click here
Steam: Click here
TV Tropes: Click here

Official Gameplay Trailer


About This Game
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.

More about the engine:
•   CODE runs on it's own engine
•   Physics calculations are run 64-bit.
•   CODE uses double precision for all physics calculations.














« Last Edit: November 11, 2016, 05:02:12 PM by Asid »
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Offline Asid

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Re: Children of a Dead Earth
« Reply #1 on: September 24, 2016, 03:28:12 PM »
Ceres Playthrough (CoaDE Alpha)



Published on Sep 20, 2016

More complete playthrough with voiceover of me beating the level Retaking Ceres in Children of a Dead Earth. Please be aware this is the alpha version, footage was collected several months ago during the alpha stage of the game.
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Offline Asid

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Re: Children of a Dead Earth
« Reply #2 on: September 24, 2016, 03:29:36 PM »
This title is on my "must have" list  :)

I have followed it for a while and it is now here.
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Offline Asid

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Re: Children of a Dead Earth
« Reply #3 on: September 24, 2016, 10:07:12 PM »
Added a release changelist for post-release builds, starting with 1.0.1.

1.0.1
- Fixed several OpenGL startup crashes.
- Fix for crash on startup caused by preferences not being written out.
- Fix for crash on predatory opportunism intercept.
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Offline Asid

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Re: Children of a Dead Earth
« Reply #4 on: September 24, 2016, 10:27:46 PM »
Hope-Lemon & Einar K (Solarsoul Chill Breaks remix)



Published on Jun 16, 2016

Tribute to Children of a Dead Earth (Release date set for Summer 2016); rough edit of scenes from sandbox mode within Children of a Dead Earth
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Offline Asid

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Re: Children of a Dead Earth
« Reply #5 on: September 26, 2016, 02:40:26 PM »
Homecoming Playthrough

https://youtu.be/wjLolTHK1ZM?list=PLEhL6-C6hWu533OucqV8J62qzs16NBEl5

Published on 11 Sep 2016

Game: Children of a Dead Earth
Music: Heading South by Mitch Murder

Partial time lapse of the level after Retaking Ceres; Homecoming. The level was extremely difficult for me because of a lot of bad habits I developed during the alpha testing, which didn't really force me to develop a good understanding of orbital mechanics. Make sure you hit up the recommended reading before you waste hours like I did (hours wasted not shown in video).



Retaking Ceres Alpha 3.5.3.0 Windows

https://youtu.be/F0Q3QAslu4g?list=PLEhL6-C6hWu533OucqV8J62qzs16NBEl5

Published on 5 Jun 2016

Timelapsed edit of how I retook Ceres (10th level) in Children of a Dead Earth by QSwitched Productions. My apologies for the rapid speed through most of it, a tutorial may be out later detailing it bit by bit.



Main Belt Extraction Tim-elapse

https://youtu.be/HiQZQF-DoRA?list=PLEhL6-C6hWu533OucqV8J62qzs16NBEl5

Published on 24 Sep 2016

Game: Children of a Dead Earth
Music: Overwhelm by Blu Mar Ten
Timelapse of my 4 tries to beat Main Belt Extraction.



Vesta Overkill Play-through

https://youtu.be/OWQR2OJKeRk?list=PLEhL6-C6hWu533OucqV8J62qzs16NBEl5

Published on 23 Sep 2016

Please have a go at Vesta Overkill before checking out the play-through; I show my method for beating it, but its cheap as hell and you should experiment with your own designs first!



Predatory Opportunism Play-through

https://youtu.be/N5S5tfHNsaQ?list=PLEhL6-C6hWu533OucqV8J62qzs16NBEl5

Published on 24 Sep 2016

For those struggling with the third level in Children of a Dead Earth.



Homecoming Play-through

https://youtu.be/20ghskD_8Cg?list=PLEhL6-C6hWu533OucqV8J62qzs16NBEl5

Published on 24 Sep 2016

Sorry the audio seems kinda wonky at times. I first cover how not to do the level, and then show the necessary readings and steps to complete the level with a large methane tanker.

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Offline Asid

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Re: Children of a Dead Earth
« Reply #6 on: September 28, 2016, 02:07:36 PM »
Children of a Dead Earth - Space Wars With Orbital Mechanics

Scott Manley



Published on 26 Sep 2016

Every game with space combat is pretty much completely unrealistic with vehicle designs and mechanics being governed by the rule of cool. Children of a Dead Earth attempts to adhere to realism as much as possible and presents an interesting option for sci-if fans.

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Offline Asid

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Re: Children of a Dead Earth
« Reply #7 on: September 28, 2016, 04:09:40 PM »
Patch 1.0.2 Released

Figured this update was large enough to warrant a post.

General Notes:
Offline Mode is now supported for the game, as is the option for inverted rotation controls, and using the default OS cursor.

Nuclear blasts were incorrectly calculated as too low power, this has been resolved, which should remedy some of the issues with the level Orbital Fallout. Nuclear missiles are also made a little better at hitting the target too.

"Supergun" coilgun and railgun designs which were violating the laws of physics have been corrected now.

Finally, a slew of crashes and other bugs have been fixed.


Full Changelist
- Fixed Offline Mode.
- Added an option to invert the mouse look control.
- Added a graphics option to use the default OS cursor instead of the custom cursor.
- Fixed erroneously low ablation for nuclear blasts.
- Tweaked core module missiles for better acceleration for hitting, greatly increases their hit probability, at the cost of some added mass.
- Fixed a number of issues with projectile numerical integration. Certain designs were exploiting the integrator's inaccuracy to yield 100 km/s or more, which was physically inaccurate.
- Fixed incorrect recoil stress on long/thin coilguns and railguns.
- In several more levels like Ceres, Eros, etc. knocking the enemy out of orbit will cause a mission kill.
- Fixed payload costs being incorrect in launcher modules.
- Fixed crash when changing a black box module name.
- Fixed crash when using certain exotic materials for nuclear weapons.
- Removed satellite/other classifications of ships, so everything is drone, missile, or payload. Fixes some issues with their behavior in combat.
- Fixed tracer colors when on lowest graphical setting.
- Fixed several crashes with damage impacts.
- Fixed drones sometimes crashing into their carrier when launched.
- Minor UI bugs fixed.
- Made corrections to crash logging.
- Several other rare crashes fixed.
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Offline Asid

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Re: Children of a Dead Earth
« Reply #8 on: September 30, 2016, 12:20:06 AM »
Steam Mod Workshop coming soon
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Offline Asid

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Re: Children of a Dead Earth
« Reply #9 on: October 05, 2016, 12:13:04 AM »
Patch Notes 04/10/16

1.0.5
- Fixed inability to use armor materials for turret armor.
- Fixed payloads staying after battle in their own fleets.
- Fixed issues with station refueling.
- Fixed crash with camera up-axis locking.

1.0.4
- Fixed RP-1 not being an option for propellant tanks.
- Increased max proximity range of detonators beyond 10 km to 100 km.
- Fixed infinite delta-v bug where you could extract reaction mass out of a tanker with zero reaction mass left.
- Fixed bug with being able to use multiple MPD thrusters without enough power to supply them.
- Fixed crash on enemy launching.
- Fixed crash on releasing burn manipulator.
- Fixed crash with certain designs with zero armor, or designs with zero reflector thickness.
- Fixed crash with using depleted uranium on nuclear payloads.
- Typos. Minor issues with material properties.

1.0.3
- Typos, minor bugs.
- Fixed core modules being editable.
- Fixed modules not saving.

1.0.2
- Fixed Offline Mode.
- Added an option to invert the mouse look control.
- Added a graphics option to use the default OS cursor instead of the custom cursor.
- Fixed erroneously low ablation for nuclear blasts.
- Tweaked core module missiles for better acceleration for hitting, greatly increases their hit probability, at the cost of some added mass.
- Fixed a number of issues with projectile numerical integration. Certain designs were exploiting the integrator's inaccuracy to yield 100 km/s or more, which was physically inaccurate.
- Fixed incorrect recoil stress on long/thin coilguns and railguns.
- In several more levels like Ceres, Eros, etc. knocking the enemy out of orbit will cause a mission kill.
- Fixed payload costs being incorrect in launcher modules.
- Fixed crash when changing a black box module name.
- Fixed crash when using certain exotic materials for nuclear weapons.
- Removed satellite/other classifications of ships, so everything is drone, missile, or payload. Fixes some issues with their behavior in combat.
- Fixed tracer colors when on lowest graphical setting.
- Fixed several crashes with damage impacts.
- Fixed drones sometimes crashing into their carrier when launched.
- Minor UI bugs fixed.
- Made corrections to crash logging.
- Several other rare crashes fixed.

1.0.1
- Fixed several OpenGL startup crashes.
- Fix for crash on startup caused by preferences not being written out.
- Fix for crash on predatory opportunism intercept.
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Offline Asid

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Re: Children of a Dead Earth
« Reply #10 on: October 05, 2016, 11:33:27 AM »
Children Of A Dead Earth - Part 2 - Nuclear Weapons

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Offline Asid

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Re: Children of a Dead Earth
« Reply #11 on: October 16, 2016, 01:07:59 AM »
Patch 1.0.6 Released
15 OCTOBER   - Q SWITCHED PRODUCTIONS, LLC

'Pocket' nukes had scientific accuracy issues with their fusion fuel, which should now be fixed in this patch. Nuclear weapons and reactors in general have had a number of small issues fixed. Some custom nukes (and their launchers) may be in error as a result.

Ranges in module designer are larger, so you can make propellant tanks and engines much smaller than before.

Lots of small errors in ship design/module design and materials are fixed.

And lots of crashes fixed.

Full Changelist
- Fusion fuel density pressure is now an issue in nuclear warheads. Fixes boosted fission nukes behaving like pure fusion bombs.
- Fixed a number of typos in material properties (thermal expansion coefficients being off, missing critical values, etc.).
- Increased some ranges in module designer. Minimum propellant tank reaction mass is now 100 grams. Rocket engines can be an order of magnitude smaller.
- Corrected errors in nuclear fuel cycles. Nuclear fuel costs are affected. Reactors and payload costs now vary by enrichment percent.
- Coilguns now increase in mass/cost with extra stages. Some ships are altered to compensate.
- High acceleration missiles no longer vanish.
- Added in a minimum screen resolution that screen scaling can't reduce below.
- Fixed crash on first Neptune mission when intercepting the station.
- Fixed crash on mission success.
- Fixed numerous crashes upon exiting combat.
- Fixed crash with detonating nukes manually.
- Sound being missing is now fixed.
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Offline Asid

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Re: Children of a Dead Earth
« Reply #12 on: October 19, 2016, 05:07:06 PM »
Children Of A Dead Earth - Part 3 - Nukes & Drones



Published on 14 Oct 2016

Another couple of missions involving some serious maneuvering, and in one case, nuclear weapons and drones. So all the kind of things we expect in a game about space warfare.
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Offline Asid

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Re: Children of a Dead Earth
« Reply #13 on: November 03, 2016, 01:21:58 PM »
Children Of A Dead Earth - Part 4 Retaking Ceres and Frustrating The Enemy



Published on 24 Oct 2016

Took me several attempts, because the game kept crashing and because the missile AI is so terrible. It doesn't even do proper Naive Pursuit until the late terminal guidance phase by which point it's inevitably too late to actually correct. This problem is exacerbated by the proximity fuses simply not working, I've found that it's better to manually detonate nukes.

I really want this game to be great, which is why I'm being really hard on it, the background physics is well researched and put together, but the game on top of it is painful to play.
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Re: Children of a Dead Earth
« Reply #14 on: November 03, 2016, 01:23:32 PM »
Designing Rockets, Guns, Lasers and Nuclear Devices Using Physics



Published on 27 Oct 2016

This is my favourite part of the Children Of A Dead Earth, designing the modules uses well established physics to model the performance. The developer has created models for Rocket engines, guns, nuclear warheads, nuclear reactors, lasers, railguns and more. You can spend hours just tweaking the materials to get the exact module you need for your perfect space warship.
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