Patch 1.1.0 is out! Gun/Laser/Turret Improvements and much more!

Children of a Dead Earth

The most scientifically accurate space warfare simulator ever made. Now with Steam Workshop!

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.