Children of a Dead Earth

Children of a Dead Earth

CMD Hellricht
32 Comments
AtomHeartDragon 6 Dec, 2019 @ 3:29pm 
You are right, I actually mixed up your missiles with someone elses. Still, your missiles are large enough to worry about kinetic guns at very long range. With accurate 100km/s RG they can be reliably hit at about 180km, and they don't have much armour to stop any kinetic impacts, let alone 5MJ ones. As for your ship's own anti-missile defence, it does have decoy launchers that will fire in the path of incoming missiles if broadsiding, but the missiles will still detonate close enough to do damage if they are nukes, and 30mm guns don't have any anti-flash armour so one nuke can take out most of PD.
Firestorm🗿 5 Dec, 2019 @ 8:21am 
Please try reuploading the ship.
[Jaeger] The Rock  [author] 4 Dec, 2019 @ 6:25pm 
Firestorm I don't know how to fix glitches. I can try reuploading the ship. But I am shooting in the dark frankly.
Firestorm🗿 4 Dec, 2019 @ 2:00pm 
Tried unsubbing and resubbing multiple times, cant fix the issue. When I start a 1 on 1 sandbox fight with it, I go to inspect the ship to immidiately get a notification that the ship has lost power generation. Please fix your ship.
[Jaeger] The Rock  [author] 3 Dec, 2019 @ 4:10pm 
I'm not sure you are looking at my ship anymore. By micromissiles do you mean the stock striker nuclear missiles? If so and you haven't been using my nuke 2s then indeed it's hard for my ship not to fight at a disadvantage. By 100 nuke strike forces I meant 100 nuke 2s not 100 nuclear striker nuclear missiles.
AtomHeartDragon 3 Dec, 2019 @ 11:21am 
I haven't tested your nukes yet, just the micromissiles. Do mind, that lasers are not the only kind of PD and alone aren't that hard to penetrate.
[Jaeger] The Rock  [author] 2 Dec, 2019 @ 5:41pm 
The nuke 2s in particular have survived the laser stations 1 gigawat laser with only 3 nukes destroyed out of 20 over a 20 second intercept. I have no idea how you're getting my missiles to "insta-pop" with stock lasers. Against the Raven Battle Cruisers 200 mw laser I had around 8 of my nuke 2s get destroyed out of my 60 missile strike force over an intercept of 26 seconds. In my tests against lasers the nuke 2s have performed quite well. Are you looking at the right missiles because I used graphite aerogel on mine.
AtomHeartDragon 2 Dec, 2019 @ 2:43pm 
Sure, your micromissiles instapop even against stock lasers. Silica aerogel is not the legendary anti-laser material it once was, apparently because of a typo in material properties.

Also, take into account that huge swarms of weakly armoured micromissiles are a ripe pickings for nuke interceptors and that in theory, antimissiles should trump missiles, because missiles have harder job to do (they need to get to the target and tank laser PD, which anti-missiles don't - just don't ask me to construct good kinetic anti-missiles, I suck at guidance).

Finally, there are ways to have manageable decoys on a high-power ship. You can have low powered auxiliary power source, and shut down reactors and fold radiators to reduce signature. Sadly, AI can't do that, but my ships tend to have this feature.

BTW, decoys are not foolproof. If you set low enough cutoff some missiles will chase after the ship anyway and fast missile IS a hypervelocity projectile. Then there are drones.
[Jaeger] The Rock  [author] 2 Dec, 2019 @ 1:02pm 
Can I have more of a critique on the performance of my missiles, you're criticising my ships performance in close range fighting against gunships, but, it's not designed to do that really. It's guns are mainly for anti-missile duty. In fact this would most likely be a support ship in a fleet.
Just as if a aircraft carrier was facing a battleship today if this ship is head to head with a gunship something has already gone horribly wrong. Thanks for the advice though. I'm probably going to make a gunship at some point
AtomHeartDragon 1 Dec, 2019 @ 12:38pm 
I have mostly tested against several non-core variants of Dragon (920MW reactors instead of stock 60.4MW ones, RCS, better engines, better weapons - including variants with 100km/s RGs, 40km/s CGs, and variants with heavy 20km/s RGs in up to kg range), and non-core variants of smaller ships.

Even when powering everything else down and firing 15km/s 10g RGs your armour didn't hold.
Against 100km/s RG it was literally about a second between first impact and total crew kill.

[Core] version of Dragon is just that - a stock tech version. It's a good ship by the standards of stock stuff, but you can only do so much with stock modules. It's hard to not fight at a disadvantage if the enemy outranges you several fold and your (stock) guns are horribly inaccurate.
Firestorm🗿 1 Dec, 2019 @ 10:20am 
Make it a new ship please.
[Jaeger] The Rock  [author] 1 Dec, 2019 @ 8:04am 
Also I have made a much better ship (More armor+Nuclear Rockets) I also added much smaller nukes that are launched during combat, but in doing so have altered the design a lot. So I don't really know whether to update this ship or make the other into a new one.
[Jaeger] The Rock  [author] 1 Dec, 2019 @ 8:01am 
AHD which ships are you using because I don't know what are considered the best. I mainly tested against the raven battlecruiser and the Core Dragon. Also by missile strikes do you mean 30 missiles? It is meant to launch around 100 missiles per missile strike. I'm not sure if any AI do that but that is what it's meant to do.
[Jaeger] The Rock  [author] 1 Dec, 2019 @ 7:54am 
Seems like it might be another bug. Maybe if you delete the ship and redownload it, it will work. Other than that I have no idea what to do about that.
Firestorm🗿 1 Dec, 2019 @ 7:09am 
I cant power them up.
Firestorm🗿 1 Dec, 2019 @ 7:07am 
As in most systems (including all weapons) have the no entry symbol over it that singnifies that it is powered down.
AtomHeartDragon 1 Dec, 2019 @ 7:04am 
Hypervelocity guns are pretty much anything much faster than a combustion cannon, so most of the railguns and coilguns in use. Of course, a gunship can have bigger and likely faster ones, but they also double as first layer of PD, and there are always lasers and missiles to supplement them, so a gunship may actually be able to repel missile strikes quite effectively. If you put on any armour, it should first and foremost be anti-hypervelocity armour, possibly with some anti-laser capacity.

Also, your 30mm PD guns have very weak armour and get easily flashed off by nukes.
[Jaeger] The Rock  [author] 1 Dec, 2019 @ 6:12am 
Firestorm, by not having enough power to work do you mean that it can't fire both railguns because I didn't design it to be able to fire both. Or by nothing else working do you mean the reactors didn't load in? They should have loaded in since they are a stock part.
Firestorm🗿 1 Dec, 2019 @ 3:12am 
Please fix the power generation, NOTHING WORKS
[Jaeger] The Rock  [author] 30 Nov, 2019 @ 9:14am 
In regards to fire power and reactor power I think that the ability to use decoys is advantageous so I tried to keep it able to go below 300 mw of heat thrown off.
[Jaeger] The Rock  [author] 30 Nov, 2019 @ 9:11am 
I see your point regarding combustion for capital ships, I'm still working on understanding how to make nuclear rockets.
[Jaeger] The Rock  [author] 30 Nov, 2019 @ 9:11am 
Aren't most ships that have hypervelocity rounds gunships? If so then they most likely won't have decoys. In which case a commander would fire a volley of 100-120 nuke 2s and then another, not engaging with a gunship that can shred it.
Firestorm🗿 30 Nov, 2019 @ 5:16am 
Erm when I tried using this ship I found that the ship was not generating enough power to work. I tried extending the radiators and attempting to fire the reactor up, assuming it was off but not dice. What gives?
AtomHeartDragon 30 Nov, 2019 @ 3:12am 
You can take a look at the Raven BTW and note what makes it hard to kill, because it is admittedly pretty tough.
AtomHeartDragon 30 Nov, 2019 @ 3:10am 
Cont'd:
My personal school of thought regarding location of the crew is putting it as close to the center of mass as possible (to help with spin resistance), preferably in more than one module, preferably such that as few of them as possible can be lined up, at least in typical combat orientations.

Reactors are more G-proof, so I just spread them around or provide auxiliary power.

Radiators missing is probably the dreaded missing module bug when you use external dependencies (like modules from workshop designs). I have seen it many times. Note that your ship in particular works properly for me - nothing seems missing.
AtomHeartDragon 30 Nov, 2019 @ 3:10am 
Cont'd:
* You can use ceramics for the finish. Gold is heavy, expensive and useless. Titanium nitride is much lighter, superhard and tanks nuke flash while also being gold and shiny.
* Try not having external modules line up, so that aiming at a single turret strips an entire row of the off the hull then blows up a launcher.
* Spreading CMs along the length of the ship can make it resilient against broadside hits, but makes it easier to kill the crew with a spin. Note that putting CM in the nosecone only works if the nosecone provides superior protection and is extra vulnerable against spin.
* Putting all the CMs on the centerline of the ship makes it easy to kill it once the armour gets penetrated in nose forward orientation.
AtomHeartDragon 30 Nov, 2019 @ 3:06am 
Mind a few pointers?

* Chemical primary propulsion is not a good option for large ships. The exhaust velocity is just too low to give you good delta-v without sacrificing everything else.
* For a ship this size you have very low power generation. Packing more could give you more firepower.
* Spreading reactors around makes it harder to 1hk the ship.
* The ship has virtually no armour against hypervelocity rounds. It literally goes down in seconds when hit with high velocity railgun/coilgun fire, even when using armour slope (nose forward). Whipple shields, especially stuffed, and ceramic hardened are your friend.
* You have a huge, fragile full diameter ammo compartment smack in the middle of the ship sandwiched between two crew cans. It is almost impossible not to hit after which it explodes taking most of the crew and good share of the internals with it. You also have a bunch of explodey launchers clustered in similarly vulnerable location.
[Jaeger] The Rock  [author] 27 Nov, 2019 @ 12:53pm 
I don't know why the radiators wouldn't be attached Friendly Sven. I've never experienced anything like that.
[Jaeger] The Rock  [author] 27 Nov, 2019 @ 12:52pm 
Thanks Firestorm. It was inspired by the Raven Battle Cruiser which I think looks awesome.
Firestorm🗿 27 Nov, 2019 @ 10:12am 
It looks like a big missile. I love it, especially the nosecone.
Friendly Sven 26 Nov, 2019 @ 6:57pm 
For some reason the radiators weren't attached when I attempted to open it up. everything else was there though. 9/10 a little toasty
[Jaeger] The Rock  [author] 24 Nov, 2019 @ 10:36am 
I would like criticism on the design if anyone has some