Dogs Of War Vu

Sim/Strategy/War => Games Discussion => Topic started by: Asid on September 24, 2016, 03:35:11 AM

Title: Children of a Dead Earth
Post by: Asid on September 24, 2016, 03:35:11 AM
(http://cdn.akamai.steamstatic.com/steam/apps/476530/header.jpg?t=1474646452)

Children of a Dead Earth

The most scientifically accurate space warfare simulator ever made.

Official site: Click here (http://childrenofadeadearth.com/)
Official Forum: Click here (http://childrenofadeadearth.boards.net/)
Steam: Click here (http://store.steampowered.com/app/476530)
TV Tropes: Click here (http://tvtropes.org/pmwiki/pmwiki.php/VideoGame/ChildrenOfADeadEarth)

Official Gameplay Trailer
https://youtu.be/tiIh4Xw2bnQ

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.

(http://cdn.akamai.steamstatic.com/steam/apps/476530/ss_afa08265d73ba8c73555755ee185b38c77b5d1bb.600x338.jpg?t=1474646452)

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.


(http://cdn.akamai.steamstatic.com/steam/apps/476530/ss_741580e3a001ccc23b6a1e036321abaca4e3b41b.600x338.jpg?t=1474646452)

(http://cdn.akamai.steamstatic.com/steam/apps/476530/ss_4d7657d76451246486eaa69ff1e9a0cd172e9a3e.600x338.jpg?t=1474646452)

(http://cdn.akamai.steamstatic.com/steam/apps/476530/ss_795ee03dd291b9cc1aa4bedc9b7af0e623da87cb.600x338.jpg?t=1474646452)

(http://cdn.akamai.steamstatic.com/steam/apps/476530/ss_709112cb4872e474f97806767e33d0b52a8eb6f1.600x338.jpg?t=1474646452)

(http://cdn.akamai.steamstatic.com/steam/apps/476530/ss_2726246409d4f3a358434a554771cd9b5a25a662.600x338.jpg?t=1474646452)

(http://cdn.akamai.steamstatic.com/steam/apps/476530/ss_80349e6690d2957ac9a6eb80e0f6d5a3e3f1ced8.600x338.jpg?t=1474646452)

Title: Re: Children of a Dead Earth
Post by: Asid on September 24, 2016, 03:28:12 PM
Ceres Playthrough (CoaDE Alpha)

https://youtu.be/gMWz2zQm8n0

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.
Title: Re: Children of a Dead Earth
Post by: Asid 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.
Title: Re: Children of a Dead Earth
Post by: Asid 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.
Title: Re: Children of a Dead Earth
Post by: Asid on September 24, 2016, 10:27:46 PM
Hope-Lemon & Einar K (Solarsoul Chill Breaks remix)

https://youtu.be/BuXu8SdRLYQ

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
Title: Re: Children of a Dead Earth
Post by: Asid 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.

Title: Re: Children of a Dead Earth
Post by: Asid on September 28, 2016, 02:07:36 PM
Children of a Dead Earth - Space Wars With Orbital Mechanics

Scott Manley

https://youtu.be/gSoVbwyrxDk

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.

Title: Re: Children of a Dead Earth
Post by: Asid 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.
Title: Re: Children of a Dead Earth
Post by: Asid on September 30, 2016, 12:20:06 AM
Steam Mod Workshop coming soon
Title: Re: Children of a Dead Earth
Post by: Asid 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.
Title: Re: Children of a Dead Earth
Post by: Asid on October 05, 2016, 11:33:27 AM
Children Of A Dead Earth - Part 2 - Nuclear Weapons

https://youtu.be/0iBqLZNLoZQ
Title: Re: Children of a Dead Earth
Post by: Asid 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.
Title: Re: Children of a Dead Earth
Post by: Asid on October 19, 2016, 05:07:06 PM
Children Of A Dead Earth - Part 3 - Nukes & Drones

https://youtu.be/2RgGAb_lZvk

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.
Title: Re: Children of a Dead Earth
Post by: Asid on November 03, 2016, 01:21:58 PM
Children Of A Dead Earth - Part 4 Retaking Ceres and Frustrating The Enemy

https://youtu.be/atLitxZbEmE

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.
Title: Re: Children of a Dead Earth
Post by: Asid on November 03, 2016, 01:23:32 PM
Designing Rockets, Guns, Lasers and Nuclear Devices Using Physics

https://youtu.be/z4rM42v9rpk

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.
Title: Re: Children of a Dead Earth
Post by: Asid on November 10, 2016, 04:13:25 PM
Patch 1.0.7 Released
8 NOVEMBER

Missile guidance algorithms have been heavily tweaked. Guidance algorithms are now customizable in the Remote Control module.

Payloads now have a "Hard Range" and "Activation Range".

Modules can be renamed. Module sliders can be edited via text editor.

Intercept stats are displayed when you have an intercept.

Aerogel has refractive indices fixed, which affects its response to laser damage significantly. Many more minor material changes.

And many more minor changes, bug fixes, and crash fixes.


Full Changelist:
1.0.7 (11/7/2016)
- Missile Guidance Laws have been tweaked heavily, have much better intercept results, especially against dodging targets.
- Exposed internals of missile guidance laws in remote control modules, so you can customize your own missile homing behavior. Remote Controls are now customizable.
- Removed Controlled Homing. In combat, missile phases can instead be forced via the Remote Control module.
- Added “Hard Range” and "Activation Range" for proximity detonators, allows early detonations for flak.
- Modules can now be renamed.
- Allowed manual input of values for any sliders in game.
- Intercept stats are now displayed in orbital view, showing intercept velocity, parallel vs perpendicular velocity, and closest point of approach.
- Exposed dev tool for dumping out materials as a csv file in the same location as save files. Can now be accessed by putting "PrintMaterials" in command line.
- Found and added in missing extinction coefficients in silica aerogel data. This fixes its incorrect laser damage response. A number of other refractive index data have been updated as well.
- Small range changes in module designer. RTGs and reactor fuel can be made smaller. Nuclear reactors can be made bigger. Lasers/resistojets power can be made much higher. Laser max range increased.
- Modules are filtered based on whether they are user made for easy access.
- Weapon modules have a "range estimates" box, easier than reading the range graph.
- Added coilgun diagram for applied field. Exposed film temperature info for combustion rockets.
- Minor text fixes. Minor material value fixes, like borosilicate glass, methane. UI tweaks.
- Fixed rare bug with intercepts not actually resolving and missing combat.
- Fixed bug in crew module food/air consumption.
- Fixed resistojet negative mass bug.
- Fixed crash with certain nuclear reactor and micro-rocket designs.
- Fixed occasional crash on ship/module delete.
- Fixed several more minor/rare crashes and bugs.
- Improved cpu performance of nuclear payload module design.
Title: Re: Children of a Dead Earth
Post by: Asid on November 11, 2016, 05:00:41 PM
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.
Title: Re: Children of a Dead Earth
Post by: Asid on December 19, 2016, 04:56:22 PM
Patch 1.0.8 - Parallel Rocket Staging, AI vs AI, Combat Pausing, and more!
17 DECEMBER - Q SWITCHED PRODUCTIONS, LLC

Patch 1.0.8 is out!

Highlights:

External Discardable Propellant Tanks - Allows parallel (but not tandem) staging rockets.

Combat can be paused at will.

AI vs AI combats can be set up in the sandbox.

Fixed point (unturreted) lasers can be made.

Lasers can be frequency quadrupled now.

Timers/fuses on nuclear and explosive payloads.

Basic sensor inaccuracy now affects all weapons.

Projectile shot pattern reworked to be more realistic.

A slew of bug and crash fixes.



Full Changelist:
1.0.8
- Pause on demand in combat with spacebar.
- Parallel Staging: Propellant tanks can be made external and discardable. Added a few stock designs which use this staging.
- AI vs AI battles can be set up in sandbox.
- Lasers can be fixed point rather than turreted.
- Lasers can now be frequency quadrupled by using two frequency doublers in series.
- Explosive and Nuclear Payloads can now have timers/fuses set on them which do not require remote controls to operate.
- Added targeting sensor inaccuracy to all weapons fire based on sensor diffraction limits. Has little effect, except at extreme ranges (hundreds of km).
- Reworked the shot spread pattern of projectile weapons.
- Added in beam truncation factor to lasers. Could break some existing laser designs due to aperture size.
- RP-1 is now based on dodecane, bringing its performance in line with real world results.
- Added Osmium's thermoelectric sensitivity, fixed water's viscosity.
- Added a quick reference chart in laser design for intensity at selected ranges.
- In sandbox, can see basic info on AI behavior. Can change AI factions in sandbox.
- Fixed MPD thruster info not updating.
- Auto-launched missiles leave the launcher in the correct direction now.
- Exploit of teleporting missiles past point defenses via camera tricks has been removed.
- Numerous crash fixes, other minor bug fixes.

Title: Re: Children of a Dead Earth
Post by: Asid on January 30, 2017, 06:59:41 PM
Children Of A Dead Earth - Part 5 - Jousting With Nuclear Weapons

https://youtu.be/ahOMMCOF8MU

Published on 5 Nov 2016

Condensing a few missions into one video to save time and get to the (nuclear) punchline.
Title: Re: Children of a Dead Earth
Post by: Asid on March 22, 2017, 02:46:59 PM
Patch 1.1.0 is out! Gun/Laser/Turret Improvements and much more!
1 MARCH

Patch 1.1.0 is out now!

Highlights
- Capacitors for railguns and coilguns.
- Railguns and coilguns conserve energy now.
- Lasers can be separated from their mounts.
- Laser optics can be sniped in combat.
- Turrets with 90+ degree attack arcs.
- Tapered radiators
- More tracers
- Combat AI is much better. In particular, they smartly use 'ignore range' now.
- Can shift burn nodes in orbital view.
- Mod import/export.
- And tons more!


Patch Notes

- Railguns/Coilguns
--- Capacitor banks can now be used with railguns and coilguns.
--- Equations have been updated to correct energy conservation issues.
--- Acceleration graph now shows exactly how the device propels the armature over time.
--- Barrel armor now correctly braces railguns and coilguns, reducing beam deflection stress and inaccuracy.
--- In-game railguns and coilguns have been heavily reworked, most stock ships are affected. Numerous new designs added.
--- Note: Designs using stock coilguns and railguns may see those stock weapons disappear or they may have poorer performance than before.

- Lasers
--- Laser turrets/mounts can be separated from the laser, allowing hundreds of disposable turrets to use a single laser.
--- Lasers can now suffer optical damage, lenses/mirrors are easily destroyed by enemy laserfire, gunfire, and nuclear flashes.
--- Armored lens caps are addable (and essential to protect the fragile optics when not firing).
--- Graphics updates.

- Turrets
--- Can make extrudable turrets, which extend out with 90+ degree attack arcs. Allows nose-facing weapon support, but mass more and are easier to hit.
--- Graphics updates.

- Radiators
--- Can make tapered radiators, allowing triangular or winglike shapes.

- Tracers
--- Added several more pyrotechnic tracers.
--- Tracers now burn hotter and with greater optical depth, yielding more colors, including blue and white.

- AI
--- Tactical AI "guts" are exposed for viewing in sandbox and for modding in AI.txt.
--- Aggressive AIs now use the ignore range mode in certain scenarios.
--- Weapons now use dodge prediction against accelerating targets. Since this can be spoofed by start-stopping, this can be optionally disabled.
--- Several minor AI combat tweaks.
--- Huge drone formations are staggered so they no longer commit fratricide.

- UI
--- In orbital view, can move burn nodes forward or backwards in time.
--- Can compare module and ship designs against their prior stats while editing.
--- Can select unorbited bodies as a Frame of Reference.
--- Selection lists no longer reset when exiting from a design.
--- User designs appear first in ship and module design.
--- Modded designs are imported as core modules/ships and are uneditable unless duplicating.
--- Ship design. Can optionally view stacked power graph. Can toggle condensed mass pie chart. Dry acceleration visible.
--- In ship and module design, most of the ui can now be flexibly resized, including error messages. Alleviates small screen issues.
--- A number of other minor UI tweaks.

- Design
--- Launcher modules can use fibers for armor.
--- Launcher reload times are now bounded by clearance time, preventing a launcher from crashing multiple items into each other by launching too fast.
--- Increased max armor layers to 10.
--- Nuclear payload 'delay trigger' now editable in module design.
--- Cargo modules are editable.
--- Added article on Missile Guidance, for help designing remote controls.
--- Several sample remote controls added.
--- Ammo bays can have more ammo and stacks. Smaller propellant tanks.

- Modding
--- Mod Loading order now occurs correctly and reads the materials folder hierarchy correctly.
--- Modules now save any modded materials/reactions/etc they use.
--- Allowed modding of Star Chart, Emission Spectra, and Refraction Indicies.
--- Export: New button exports a single design and all dependencies to its own file to .../Mods/Data/Exports.
--- Import: .../Mods/Data/Imports folder will read in all files within it as ship or module designs or as most any other kind of data.
--- Note: Anything in this folder is read in last.
--- Note: Overriding core data with mods data (mod data with the same name as core data) is not supported!

- Other
--- Numerous material/element/ref index corrections.
--- Bugs fixed: level 4 gold record impossible without exploits, ship cross section underestimated by 2x, delta-v miscalculated with vernier thrusters, phantom refueling with drop tanks, cadmium material issues, and many more.
--- Numerous crash fixes.
--- Various optimizations.
Title: Re: Children of a Dead Earth
Post by: Asid on November 19, 2018, 12:03:26 AM
Patch 1.1.1 - Auto-reintercept, distributed fire, turret actuators and much more!
27 APRIL, 2017   - Q SWITCHED PRODUCTIONS, LLC

Highlights

Auto-reintercept whenever enemy dodges your intercept

Distribute Fire amongst many targets such as swarms of drones or missiles

Guns which launch payloads can be manually fired, just like launcher modules.

Electric Turret Actuators

Internal weapon mounts

Composite barrel armor

Many bugs/crashes/optimizations


Full Changelist:

- Gameplay
--- Auto-reintercept: Whenever the enemy dodges your intercept, a reintercept will be attempted.
--- Distributed Targeting: Weapons distribute targets amongst each other. Can be disabled optionally.
--- Nose-forward order for aiming roughly at the enemy fleet.
--- Manual Fire: Guns which launch payloads can be manually fired, just like launcher modules.
--- Core Design Changes: All drones use internal mounts now. Many turreted guns use electric actuators now. Several guns have increased/different barrel armor.
- Design
--- Electric Turret Actuators: Instead of reaction wheels, turrets can use electric motors. Are more power and mass efficient, but suffer on volume and cost.
--- Internal Weapon Mounts: Unturreted guns can be installed on internal mounts, shielding them with spacecraft armor. Increases spacecraft armor mass/cost/size, and greatly increases cooldown times.
--- Composite Barrels: Gun barrel armor can be made different from the barrel material. (Note: Original barrel thicknesses will not be read in, and will need to be rewritten individually.)
--- Core limits changed: Smaller radiator sizes, smaller turret/gimbal sizes, smaller laser cavities/rods, smaller ammo modules, lower carrier module power, lower loader min charge, smaller turbopumps, launcher range increase, reactor components mass, propellant tank size, coilgun stages, rad shield size.
--- New Materials (many are gathered from the forums): SmCo Magnet, NdFeB Magnet, Cu-242, Sr-90 Titanate, NaK, FLiNaK, Gd, Gd-157 (+Seebeck coefficients), PETN, Biaxially Oriented Polypropylene, Nd, Ir-192, ZrC, Ti-Beta, AlBe.
--- UHMWPE has been split into a fiber version (which is porous and can't be used as a propellant tank) and a bulk version (which is weaker).
--- Costs of magnets slightly altered, now take into account coercivity.
--- Can customize cargo bay shell material.
- AI
--- Missiles will now scatter if enemy missiles are inbound.
- UI
--- Listboxes and dropdown lists have a search filter textbox.
--- Guns now show their spread/accuracy.
--- Added more conventional gun stats in module design.
--- Module lists don't reset when deleting modules.
--- Show Advanced Modules can be set by default in options.
- Modding
--- Property limits have been extracted into a file and now can be modded. (Mod at your own risk, changing limits can be very crashy!)
--- Added black box power modules.
--- Chemical reaction, material, and dissociation reactions now send user to import log if they fail validation.
--- Invalid Shear/Young's Modulus produces import log error now.
- Other
--- Fleet separation takes into account velocity more correctly, so high speed launchers/manual gun launching can net you substantial initial acceleration towards the enemy.
--- A number of damage related bugs fixed, including turreted gun barrel armor not being affected by damage, laser optic damage fixes, and indestructible lasers bug.
--- Numerous bugs. Notable ones: half velocity per delta-v expenditure, missile "teleportation" bug, TaHfC and Nickel property bugs, bug preventing gold on False Flag, black box engine mass flow errors, arc lamp envelope singularity issue, moon rotation, and many more minor bugs.
--- Numerous crash fixes. Some optimizations done.
Title: Re: Children of a Dead Earth
Post by: Asid on November 19, 2018, 12:03:44 AM
Patch 1.1.2 - Steam Workshop, Blast Launchers, Swarm Homing and more!
21 JUNE, 2017   - Q SWITCHED PRODUCTIONS, LLC

Highlights

- In-game Steam Workshop Import and Export

- Distributed Swarm Homing and "fuzzy" homing

- Distributed Drone Swarm Targeting

- Blast Launchers: Single shot, zero power, vertical launchers

- Temperature Safety Margins

- Prismatic Block Reactors, numerous gameplay and ui tweaks, many more stock materials, better mod support, bugs, crashes, and more


Full Changelist: 1.1.2 (6/21/2017)

- Steam Workshop
--- Can export modules, ships, and arbitrary files to Steam Workshop. Exporting can be found in module/ship design. For arbitrary file uploads, exporting is done via Infolinks->Steam Workshop.
--- Subscribing to Workshop Items will automatically load them in on game start.
- Gameplay
--- Distributed Swarm Homing - Missiles can optionally distribute their homing targets amongst the swarm. "Fuzzy" tolerances for heat signatures can be customized on the remote control, allowing for targeting of heat signatures weaker than flares.
--- Distributed Swarm Fire - Drone can distribute targets amongst the swarm.
--- Tweaked many stock ship designs. Removed some ammo of gunships. Tweaked flare launchers/ammo for most ships. Slightly larger radiators to deal with temperature safety margins.
- Design
--- Blast Launcher - Vertical launcher module which uses explosives to eject flares, missiles, and drones. One-shot, uses no power, high velocities, and extremely fast fire rates, though extremely volatile, requiring plenty of armor. All stock flare launchers have been switched to blast launchers.
--- Dumbfire Rockets - Can build spacecrafts without turning ability without error.
--- Launch Caps - Launchers have optional, customizable caps which can prevent them from firing too many payloads in combat.
--- Temperature Safety Margins - Materials can no longer be pressed up to their melting point, and instead must have thin margins. Powerplants and NTRs and lasers are most affected.
--- Prismatic Block Reactors - All nuclear reactors are now calculated as using prismatic block layouts (similar in results to pebble bed reactors), which reduces the fuel temperature in comparison to the moderator and control rod temperatures.
--- Editable descriptions for modules and ships.
--- Tweaked costs. Magnetic materials and high molecular weight materials are much cheaper now.
--- Material fixes: Alnico, Gold, Polyethylene, Silicon Nanothermite, Fluorine Ammonia, CO2, AlZnMg, Boron split into an extremely weak bulk material and an even stronger fiber material.
--- Material adds (most from the forums): Co-60, Ca-227, Tc-99, Various Hypergolic propellants and reactions, Chlorine, Fluorine RP-1 Reaction, Caesium, Amorphous Zirconium Steel.
--- Tweaked several default limits.
- UI
--- In ship design, detailed breakdown of heat graph. Heat graph represented as Ambient vs Peak power.
--- In design, can duplicate while in the editing screen of ships and modules.
--- Edit text boxes allow highlighting.
- Mods
--- Limits.txt now can be overriden via mods.
--- Can mod in "Cost_c__kg" and "PoissonsRatio" for materials. These values will override pre-calculated values.
--- Mod crashes now instead redirect player to Import Log without crashing.
- Other
--- Numerous bug fixes. Most important ones: Binary stars light planets and ships properly, carrier modules respect energy conservation, gamma radiation affects crew modules, payload crew counts corrected for guns, export no longer duplicates entries.
--- Several crash fixes.
Title: Re: Children of a Dead Earth
Post by: Asid on November 19, 2018, 12:04:02 AM
Patch 1.2.0 - Localization Support, Expanded Ship Design Options, and more!
19 DECEMBER, 2017   - Q SWITCHED PRODUCTIONS, LLC

Highlights

- Foreign Language Support

- Form Fitting Ship Armor

- Polygonal Ship Armor

- Modules Can Now Stack Around Each Other

- Fuse Modules

- Material/Module/Ship Sortable Grid View

- Graphics: Ship Shadows



Full Changelist1.2.0 (12/18/2017)

- Foreign Language Support
--- Non-English languages are now supported, and fan-made translations can be imported. A fan-made Chinese translation is in the works.
--- A language file with all strings can be imported, as can language specific images (such as the main logo), and font files.
- Ship Design
--- Form fitting, concave armor is allowed on ships. Concave armor has a smaller cross section and can sometimes save mass, but also can suffer from multiple bullet ricochets.
--- Polygonal cross section armor for ships allowed, such as triangular, hexagonal, and so on.
--- Spinal modules can be pushed inwards or outwards, allowing setups such as propellant tanks around crew modules.
--- Front and back facing attached modules also can be pushed inwards or outwards, allowing setups such as frontal guns stacked with different frontal guns.
--- Ship armor can be radially rotated about the ship (you can now edit the start and end percent for each radial span).
--- Radiation shielding is more properly calculated.
--- Weapon firing arcs can be limited by ship armor now. Ship design warns of these cases.
- Module Design
--- Added Fuse modules, which are tiny modules which can trigger Ordnances or Engines after a set amount of time. Allows for time-delayed flares or timed explosives, or for launching dumbfire missiles (with optional timers).
--- Reduced Remote Control size.
- UI
--- Materials, modules, and spacecrafts are all listed in a grid view when choosing them. The grid organizes items by mass, cost, and every other property, each of which can be toggled or sorted.
--- Ship and Module Design menus can be toggled to a grid view rather than the default list view.
--- Can enter degrees into radians sliders.
- Graphics Updates
--- Spacecrafts cast shadows on themselves and each other in combat and design.
--- Many stock spacecrafts are updated to have form fitting armor and sloped nose cones. Some have polygonal cross sections now.
--- Radiators are animated in module design. Engines bells and gun barrels too.
- Mods
--- Exposed ship armor limits in Limits.txt.
- Other
--- Renamed weapon Payloads to Ordnances to prevent confusion with ship Payloads.
--- Numerous bug and crash fixes. Notable bugs include: Temporal Burn Dragger no longer deletes previous burns, dozens of small material and chemical reaction tweaks, radiators start out cooler in combat if you have more than enough, ship design no longer stacks heat and power incorrectly.

 
Title: Re: Children of a Dead Earth
Post by: Asid on November 19, 2018, 12:04:22 AM
Patch 1.2.1 - Level Editor, Multibarrel Guns, Wedge Ships, and more
1 JULY   - Q SWITCHED PRODUCTIONS, LLC


Highlights

- Fully Featured Level Editor

- Flattened Ship Armor "Wedge" Shape

- Multibarrel Guns and Preloaded Guns

- Multiengine Gimbals

- Better ship space efficiency

- Sandbox Instant Action

- Pre-aimed guns in combat

- Many, many bug fixes


Full Changelist: 1.2.1 (6/1/2017)

- Level Editor
--- Levels, factions, celestial bodies can all be edited and put together into a single campaign, which can be exported to Steam Workshop and played by other players.
--- Existing celestial bodies and factions can be reused, or new ones can be created.
--- Can customize celestial bodies' ring textures, body textures, body model, or can create new bodies which reuse core game textures, models, etc.
- Design
--- Wedge Ships - Ship armor aspect ratio can be modified to yield flattened ship shapes. Only for non-cylindrical armor.
--- Multibarrel Guns - Projectile weapons can have many guns per turret, which can distribute heat and provide scatter fire patterns.
--- Preloaded Cannons - Conventional cannons have all munitions preloaded now, so with multiple barrels, can act as a turreted blast launcher.
--- Multiengine Gimbals - Engines can be stacked many to a single gimbal. This allows very dense rockets, and much higher thrust per area.
--- Space Efficient Attaching Modules - Attached modules fit better. For example, with two propellant tanks side by side, weapons use the space above and below better than side to side with the tanks.
--- Dodecagonal Cross Section - Twelve sided ship armor, which functions as angular but near-circular armor.
- Gameplay
--- Instant Action - New option in Sandbox which starts both fleets out in combat at their max weapon range.
--- Can now use missiles or drones directly in Sandbox.
--- Guns start combat already aimed at their target. Very useful for large, slow-turning guns.
--- Some AIs have the option to ignore range for launchers.
- UI
--- Mod Designs, User Designs, and Core Designs are split apart in lists for easier reading.
--- Option to watch the ending from the briefing menu if you've beaten the game (due to a bug that may have disabled the ending previously).
- Mods
--- Can switch between campaigns in game.
--- Exposed more properties in Limits.txt, including the total number of armor layers allowed.
--- Mod resources and Steam Workshop Items with now have priority over default resources with the same name, including Audio, Textures, Models, and Fonts.
--- Steam Workshop - All resource files can be read in from Steam Workshop, including font files, so language conversions can be loaded from Steam Workshop without any extra steps (if it has the font files).
- Other
--- Countless bug fixes, including missiles exploding as soon as they launch, Blast Launcher being able to reload, incorrect armor mass with partial armor, numerous typos, some material property fixes, ending not playing properly, Saturn's rings rendered wrong, and many, many more.
--- Countless crash fixes.