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Space Ships Thread

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SPAAAACEEEE GAMES. SPAAAACEEEE SHIPS.
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SPAAAACEEE
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SPAAAAACEEEE
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SPAAAACEEE
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SSPPPPPAAACCCCEEEE
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What does /tg/ think of Full Thrust?

Are there superior generalized Space Ship games out there that would serve to stat certain fleets?
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spess
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Did someone say Spess?
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>>49284009
cause I can do space
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>>49284035
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>>49284046
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>>49284066
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>>49284086
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>>49284100
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>>49284112
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>>49284135
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>>49284168
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This might be really specific, but does anyone have any modular spaceships? Like, I'll take even just ones that look like it's designed for you to take a part out and swap in another

Thx in advance
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>>49284200
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>>49284238
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>>49284329
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>>49284379
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>>49284396
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>>49284379
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>>49284238
So... many... CORRIDORS!
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>>49284009
>>49284046
Let's take one of the most iconic space ships in fiction, remove all of the unique design elements, and turn it into an overly greebled mess!
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>>49285182
Just because it says star destroyer doesn't mean it is supposed to be star wars, fool.
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>>49287645

It's still kind of a shitty ship design, otherwise. Still pretty overdesigned, cluttered, and overly complicated.
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>>49285617

Trying out the Full Thrust Shipyard ship builder. I wish Kinetic Guns made more sense or had as many options on the builder as they do in the books, then I might be able to do the Kinetic Cannon Turrets justice on the Hiigaran Battlecruiser. I'll probably just cheat anyway and give the K-2 turrets two extra arcs for free; not like the builder or rules are balanced as is.
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SPAAAACEEEEEE
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>>49284135
>>49284168
Dang, I love that kind of space ship.
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Only ship with style in this thread.
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>>49284035
>>49283869
>>49284061
>>49284100
>>49284086
>>49287782
Will there ever be a better space rts than Homeworld?

https://www.youtube.com/watch?v=btXnl7AGFg0

https://sketchfab.com/mrhohenheim/collections/homeworld-2
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I'm absolutely in love with the ship designs from Homeworld. The entire game is just so... aesthetic.
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>>49290800
I've got to get around to buying that one of these days. It came out a bit before my time, but I've heard nothing but good things about it.
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>>49290962
>It came out a bit before my time
There's a recent remaster of it

http://store.steampowered.com/app/244160/
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>>49291025
Yes, I know, but there doesn't seem to be one for the third game- the more horror-angled one. Which sucks, because the only game store around where I live went bust like five years ago.
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>>49291189
>the third game- the more horror-angled one
That was just dlc on the first game's engine. I couldn't even get it to work on a newer pc...
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>>49284693
Playing Legend of Dragoon. Havn't seen referenes of that in ages.
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>>49282888
Bruh. That's the Daisy from Infinite space. I LOVE that game man.
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Relevant.
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>>49284086
Turrets on top of turrets. I love that shit. Also, how do I green text?
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>>49292821

>With Meme arrows

>These.
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>>49290747
>Will there ever be a better space rts than Homeworld?

Yes

https://www.youtube.com/watch?v=tiIh4Xw2bnQ
http://store.steampowered.com/app/476530/

I will shill for this in each and every space thread I find in each and every board i stalk. I'm not even sorry.

On a more Homeworld related note, apparently there are very satisfied with the sales of both Remastered collection and Children of Kharak so i would be surprised they're not working on HW3 currently.
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>>49292942
>The most scientifically accurate space warfare simulator ever made.
Well this sounds horribly boring.

https://www.youtube.com/watch?v=pNfPPu4Mrj8
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>>49293118
Depends what you're looking for. I'm quite hyped.
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>>49292696
Plot is pretty cool, combat was fucking bad. Also making the spaceships 3d was a mistake.
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>>49293118
>You will never have a Nexus 2 with the solar system only.
Mang, I still remember my fucking stiletto.
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This one was also in an old book called Our Universe, that I spent so much of my childhood with that it utterly fell apart at the seams into individual pages while I was in grade school.

My father usually grounded us when he broke things, but he never said a word about that one, he knew how it had gotten to that point.

When I got into highschool, he gave me a brand new copy, far newer version than before of course.

It fell apart at the seams by my son's hands.
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That 'conceptual' artstyle they had decades ago is wonderful stuff for the imagination. So much atmosphere to it...
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and one more.
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These are what I gots for now.
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>>49293273
Yeah, I remember how much I loved the first missions with the realistic looking starships.
And the disappointment when I found the generic fancy shiny aerodynamic spaceplane I'd be spending the rest of the game in ;_;
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>>49293557
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>>49291234
It was a standalone game, you didn't need 1 to play it. As I remember, they've lost the source code or something for it and that's why there hasn't been a remaster or just a GOG style re-release of it patched to work on modern machines. Or so I've heard, which sucks because I want more homeworld.
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>>49293595
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>>49292942
It looks cool except for two things:
>ow the edge that name
>this will attract all the hate-filled spergs from /kspg/ desperately try to let everyone know just how much surface knowledge they know about engineering, science, space history, etc

then again, it's single player, right?
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>>49293547
Yup, I couldn't go one with the new ships, the old ones were a lot cooler. Than Babylon 5 was Airing with they omega class and starfury made me love the early game campaign even more.
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>>49294604
>Babylon 5
Hell yeah.
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>>49294635
>Nexus mods.
I didn't even know it was possible.
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>>49295082
Everything's been modded in everything.
No exceptions.
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>>49295771
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>>49294635
i loved both types of gameplay
the story and combat was 20/10 in my book

i do wish that we got a few more missions in the stilleto, fluffing a bit earth
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So what's a good and easy Space RPG?
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>>49296936
What kind of space RPG? Hard SF? Soft?
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>>49293887
It is indeed single player. If you want to give a look under the hood it goes a fair bit beyond surface knowledge, but yeah i guess Dunning-Kruger will be in full effect over it. Also, give the man a break about the name, it perfectly fits the background of the game and i'd say a single developper doing all this deserves some leeway.
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>>49296936
That's a tough one. For so many games it's a badly done afterthought.... Even Edge of the Empire scales terribly and is better served (especially the piloting stat) by switching to the X-Wing Miniatures game when space combat occurs.

I've been doing okay with Fragged Empire, it's a bit simple though, but it's decently fun if you give some extra starting influence (the 'have and maintain ships' stat) so the party can have something other than a box with engines that'll get from surface to moon.

Jovian Chronicles is also quite nice.
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>>49290754

Sequel pic to that.

>>49290800

The ship design is distinctive but uniform. Geometric shapes both delicate and industrial align together to create simplistic, almost architectural, designs at a distance, while revealing interesting geometry and detail up close, often asymmetrical designs to make them more intriguing.

The Hiigaran look more like a contemporary Navy, with ship styles vagues inspired by naval ships, while the Vaygr ships are seemingly inspired by the fish within, their vertical docking bays literally spawning ships, and their shark-like designs underscoring their predatory intent.
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>>49292942
Name aside...

I think I came.
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>>49290747

Currently building a fleet for Full Thrust, or any other space ship game whose rules I can steal or modify for a Hiigaran fleet. I've wanted space ship minis for a while, but I've never had a connection any designs until now.
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>>49298730
i'd like to add at that

the higs have a mor stadaraized look, witch makes sences sinse is build with mass production in mind, as they got a lot of territory to cover quantity and ease mantenimance are chief or so i belive

the vagyr have an agresive and fish-like desing because they come from nebula/asteriod dense zones, the flowing desing helps them to move easily trough any nebula, also large sensor stations and bridges for a huge vision range, needed in low visivility zones and fine movement or so i belive
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>>49298373
>Edge of the Empire scales terribly
How so?
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>>49298837

Hiigarans also build higher quality, or so it says in the manual. They've got secondary systems and are built with extra jobs in mind for many units. The Hiigaran carrier is a good example, fitted with bays for all it can produce rather than just one like Vaygr carriers. Of course, that tends to make their ships more expensive. Makes sense for the Vaygr to mass-produce for their overwhelming Crusade while the Hiigarans build for quality because there's still not many of them out there.

They also play more defensively rather than offensively, which also makes sense since the Hiigarans are playing defense against the Vaygr who are the invaders, which is a departure from the symmetricality of the faction matchups in Homeworld 1.
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>>49299029
you are right, im just trying to get my lore explanation, higs we know but vagyr? other than they come somewhere from they outer rim we dont get much
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>>49299134

They were a piratic race that was mostly limited to sub-light or short FTL travel before they found the Third Hyperspace Core, living off the spoils of what they could steal from those they encountered.

After that, they united under warlord Makaan and started taking over the galaxy with purpose. Makaan's profile pic shows him as nominally human, but concept art of the Vaygr shows them as possibly thin-limbed and frog-like. Could be the Vaygr fell in under an alien leader, or the concept art is simply incorrect. Actually, come to think of it, save for images of Hiigarans, we're not really sure what any of the races really look like. They might all be human offshoots and subraces set apart by millions of years.
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>>49298958
Okay, you know the gunnery skill?
You know initiative?

Guess what DOESN'T change though.

Hitting a ship does NOT change with the pilot's skill. Shields are a laughable extra black die, and defense has a hard cap of 4 (whether that's SSD shields giving you 4 or double-angled on an A-Wing's front plus +2 defense from your class tree).

Hit difficulty is determined by size difference (need 2+ to actually change anything), so UNLESS you are an A-Wing AND have the smaller-target ability from the piloting trees, you are NOT harder to hit.


Basically what happens is that after early-game one of two things happens:

>You have short-range or medium-range sensors and the other guy does not, and you are BLIND beyond sensor range, so you fire a missile and he never fucking knows what instantly one-shot his starfighter

>You get to dogfighting range, you win initiative, and so before the other guy can react you fire and kill him thanks to like a triple-hit crit from boons. Your gunnery's gone up and up, and defense has NOT CHANGED ONCE.

Technically if you got initiative you could "gain the advantage" to prevent getting shot at all if the other guy has no turrets, except you'd be an idiot to do that when you can literally JUST WIN NOW.

Especially with missiles: a pair-launch of concussions or a single torpedo can wipe out an entire wing of most fighters flying in formation.

Even when you "survive" because you're "an important character" you're still utterly fucked: A disabled ship (whether it was stress or hull) CAN be returned to minimal functionality, but that is defined as minimum sublight only, no hyperdrive, I can't remember if sensors, no weapons, and some life support.

So chances are you can't call for help (comms are limited to sensor range by the way so a TIE can't communicate with a ship any further than dogfighting distances) or ever make it home if you didn't have a friendly base or craft wherever you got shot. You'll just fucking starve to death.
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>>49299389

>can't communicate beyond sensor range

Do the writers not understand how transmissions work? I get not having real-time communication beyond sensor range (but even then, that's a stretch since Star Wars clearly has FTL communication), but having comms just STOP at sensor range is baffling.
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>>49299509
They literally went "comms range = sensor range", and explain that beyond sensor range you're blind.

So yeah, it's particularly dumb when you consider Wedge in an A-Wing is NO HARDER to hit than "I have no fucking clue what I'm doing"P0 at the helm of the Executor.
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>>49299509
Most comms should keep going. Like those diagrams of radiowaves and how far they've gotten from Earth. Don't know what they're using to transmit, though, so I can't say how far/fast they would travel.

Now getting somebody to respond in a timely fashion would be a pain in the ass.
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>>49299652

They lose power after a fashion. Our radio wave transmissions save for the particularly powerful and directionally focused ones have likely dissipated to background static around the Oort Cloud, despite them having been around long enough to years several of the nearest stars.
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>>49297494
oh, it's one guy? holy hell, yeah this is incredible work on his/her part, shit

also
>that detail
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>>49292942
After reading Footfall and the Forever War I never want to take part in real space battles fuck physics and the shit you can get away with in space
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>>49301203
I'm more worried with the shit you CAN'T get away with.
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post more spess
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>>49292942
>>49293118
>Well this sounds horribly boring.
This. Very hard sci-fi is just as bad as very soft sci-fi.
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>>49302770

Not necessarily. Anything can be executed well, but the extremes often trend towards the more difficult where the more moderate reaches the approachable and easier to do. There's been fantastic hard scifi done, and fantastic soft scifi as well, and a whole lot of fantastic works in the middle as well.

Sticking to the extremes can be difficult, and people that might be great at writing scifi might neglect other elements of the story. Isaac Asimov's characters read more like aesthetic touches to his scifi stories than characters. Larry Niven, by contrast, seems to be writing character-driven scifi where the scifi element is almost background. Neither is really correct and both can be good and interesting.

What was I saying? I'm tired. Anyway, don't write off the extremes just because they're difficult goals to achieve.
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Does anyone else think that the window placement on space ships is one of the most important things? It lets you imagine the interior structure and life on board. So many works of space ship art would have been great if it wasn't for nonsensical windows.
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>>49303366

On a civilian ship, windows would be great, so long as they're made of a transparent alloy that's structurally strong enough. Also it'd have to be threaded through or coated with some system to help it cut down on unshielded sunlight, like a smart welder's mask which changes according to light level. It also helps orient civilians who might be casual space pilots.

On a military ship, probably as few as possible. Still, if your visual systems fail, it's certainly handy to have an observation deck from which to take actual sightings. I'd have to say Star Trek's (2009) bridge window was pretty great, since it was pretty durable and acted as a viewscreen and actual window for when an electronic viewscreen would fuck up. Military people can be trained in how to deal with a lack of windows, much like submariners.

Science vessels probably get more, but again they're probably more for observation than luxury. You need windows to see the shit you're supposedly studying, unless it's too dangerous to observe directly, in which case you'd probably not want to be there and use probes instead. Science officers might also be semi-civilian, so it'd certainly help amid the stresses of research to keep things a bit more civilian when it comes to windows.
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>>49303491
When I said windows I meant the appearance of them, not random panes of glass. It can be anything.

Look at the homeworld ship designs for example.
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>>49303545

Like, windows set in ways that make the ship look good? I only see windows there on command sections and in the forward cockpits of corvettes and fighters.
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>>49303726
Windows themselves don't bother me as much as the insistence that the ship be completely lined with decks like a cruise ship, rather than having compartmentalized crew modules sandwiched between armor, fuel, and machinery. Even if you aren't going hard sci-fi, I think the drives should be substantial.

Shit like >>49284238 makes me want to puke.

Oh also, having artificial gravity is no excuse, think about how the ship's artificial gravity field works, it's kind of absurd when the gravity field is perfectly flat and stops exactly at the edge of the ship. I'd like to see more creative deckplans with more than one up direction, and/or sealed areas where the gravity field bend dangerously. Suffice to say, a ship with variable gravity can also use it as a security measure, forcing boarding parties to climb up hallways, or pulping them with tidal forces.

I don't mind spaceships that are shaped like boats, but they shouldn't behave like boats. What's the point of a spaceship if you don't do anything cool with your super advanced space technology.
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>>49303726
No, set in ways that give you a sense for how the crew areas of the ship look internally, for how the ship lives basically. Now, obviously many areas would be without windows, but you can imagine that quarters, and recreation areas, and command areas and so on all do have windows.

Take the hiigaran battlecruiser from H2 as an example. You can easily see what's probably meant to be the command bridge, it just out a bit, so even though it's in the rear starboard of the ship it still has a direct view forward. Now look at the other windowed area, like the long tracks of them in the forward half of the ship. Those can easily be explained as the living areas for the crew.

Details like that just make the ship feel alive for me somehow.
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>>49303890

You'll also notice those windows look to be under a huge structural part of the ship, like they're housed under some really heavy armor. That or they're offset just a bit, and the inside of the structure itself holds more vital systems integral to the ship's function. Possibly they even hold a transport system or at least just some long, wide hallways vehicles can travel down so supplies and personnel can travel the length of the ship easier. Maybe both.

I guess I see what you're getting at. There's an internal structure or organization to the ship that isn't explicitly stated, but is certainly implied, by its design. We can theorize about what is and what is not in specific location, barring the obvious like the Battlecruiser's modules, command peninsula, weapons, and fighter bay, but ultimately don't precisely know but can get an intuitive feeling about it based on how and why it's built.
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>>49303870
Despite being the poster child for space boats, Yamato devotes a higher percentage of it's internal space to machinery than most ships.

>>49304051
Homeworld's ships are nice designs, I just wish the battlecrusier had more guns. It looks under armed for it's size.
>>
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Also, spinal mount cannons are gods gift to the universe. Every space warship should have one.

Hard sci-fi ships: spinal mounting is the most logical place to put a raillgun if you don't want to worry about recoil.
Space opera: Building a ship around a gun is fucking kickass. alternately, it's just the ship's FTL drive being weaponized.
>>
>SSPPPPPAAACCCCEEEE

back to /b/, runts
>>
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>>49304320
>Says the 40kfag with his memes.
>>
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>>49304090
>>49304272
I un-ironically love space boats.
https://www.youtube.com/watch?v=w0cbkOm9p1k
>>
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>>49304352
>talking shit about 40k
>on /tg/
>while posting trash

how's you first day on /tg/ been, twigy?
>>
>>49304464
In space there is no up and down. and if you shoot a projectile it will keep going for a long time.

leave my place of intelligent discussion
>>
>>49304471
C'mon Bruh, don't post pictures not relevant to the thread
>>
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>>49304482
>In space there is no up and down.
Sure there is, it's where ever I say it is.
>if you shoot a projectile it will keep going for a long time.
yes, and?
>>
>>49304486
Next ya gonna say ya donz wan 40k space hulks 'uh? wot if we take yer per-tty lil' thread, 'uh twigy?
no space hulk iz bedda dan da orks'!

>>49304518
zog pic ya posted, Panzee.


Captcha: 666
>>
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>>49304464

I think I genuinely love that ballad. Thanks for sharing anon.
>>
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>>49304464
Oh hey, I didn't know there were more versions of the song.
https://www.youtube.com/watch?v=w34fSnJNP-4
>>
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>>49304272
I fucking love that about R-Type, even though half the models technically have no barrel because they're charging the thing around themselves.
>>
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>>49303890
>You can easily see what's probably meant to be the command bridge
I catch a ton of heat for this, but what ever.
I am not a super hard scfi fan, I like a bit of artificial gravity and FTL travel, comms and sensors. I also like time dilation and my non FTL comms and sensors to have travel time limitations as well.

But the one thing I simply can not stand is ship designs where the bridge has windows, and where combat is fought from a windowed bridge. It just rustles my jimmies something fierce.

If you have FTL and all the other stuff, you have good sensor tech, you don't need a dude looking out a window the steer the damn ship, and you don't fight a battle from some greenhouse perched right up on the top of your ship either. Your command staff is safely positioned in an armored room pretty much in the middle of your ship, just like a CIC on a modern naval ship or a submarine.

If something knocks out your triple redundant sensor suite, you aren't going to win the battle because some plucky gunnery tech hulled the enemy with a railgun shot from 3km using his Mk.1 eyeballs and a window. Unless of course he licked his finger and held it up first

Here's a cool ship to make up for my mini rant.
>>
>>49304904
I like way it's done in small craft in settings like Jovian Chronicles.

The cockpit is fully armored, for obvious reasons, BUT, in case of complete and utter sensor failure, you can either retract some shutters or explosively jettison the armor over an emergency viewpane, enough to at least point yourself the right way if not do fuck-all in terms of combat (well, that's not entirely true; sometimes you're just a few km from a massive capital ship, and you really can't miss the fucking thing).

Vehicles incapable of this actually have a Sensor-Dependent flaw, which indicates they're completely fucked when sensors are destroyed; the only way anyone's seeing anything is popping a fucking hatch and poking their own head out - which in all but small one-man craft will involve shouting directions to those still controlling shit within.

The majority of capital ships have well protected command sections that risk being completely cut off should ALL the sensors in ALL the sections of the ship get shot. But by then the fact that there's even A ship left to shoot at is a miracle.
>>
hrmn. I'm in the market for a ship. LArge enough to be a space mobile home/mansion/research facility (ie: can hold a good amount of personnel with roominess and spaces for horrible monsters to hide in), with minimal actual crew requirements needed to fly the thing. Also required is for it to be not unarmed/defenseless, and small enough to take off from/land on planets.
>>
>>
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>>49305028
>>
>>49305018
Something like that brosky?
>>
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>>49305047
>>
>>49305239
While nice,it's smaller than what i wanted. Thank you very much, though
>>
>>49304995
>Jovian Chronicles
I already like you.

>small craft
These get a pass, simply because they are most likely going to be operating at much shorter engagement ranges.

>The majority of capital ships have well protected command sections that risk being completely cut off should ALL the sensors in ALL the sections of the ship get shot. But by then the fact that there's even A ship left to shoot at is a miracle.
Yeah that was my thinking pretty much exactly when people say, "well you could lose ALL of your sensors". On anything frigate sized or larger, you are much more likely to have your ship hulled long before you get all your sensors destroyed.
>>
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>>49305018
Humm those are a bit contradictory requirements. For a ship to be landing capable sort of puts an upper size limit on it. How big of a research team are you thinking?

This model would be able to support a non-flight crew of 10 to 15ish, depending on how big your labs are. Plus 2 engineering, 2 flight crew, 1 medical officer 1 steward and a chef.
>>
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>>49292696
That was my first thought when I saw this thread, I've just started replaying it
>>
>>
>>49305370
The only ship than could do than is bigger is a mining ship. Even then only in low grav moons or worlds.
>>
So, how do you guys like your FTL? I prefer wormholes because bottlenecks, sieges and blockades. Also non-insta FTL or ansibles, so info is slowed down a lot.
>>
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>>49305475
>>
>>49304090
The PDS mod is really good for that. Every ship is upgunned to a ridiculous degree.
>>
>>49305937

I love that UNSC ships are just A-10 Warthogs scaled up to spaceship size.

Ships built around guns.
>>
>>49292942
Still too close. Lasers for production value. Real space battles will probably be far over visual range to the human eye. The side that wins will be the one that can get a fire solution off first and has more ships.
>>
>>49298730
They're a bunch of multi-coloured bricks. They don't read well at all, at any distance. If it wasn't for the UI, you'd struggle to tell most of them apart at a glance.

They are not good designs.
>>
>>49292942
>>49292942
>>49292942


It comes out on the 23rd!
>>
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>>>Children of a Dead Earth orion mod when?
>>
>>49305401
Losing them all even in a ground vehicle sucks balls too anyways; no more target locks, no more radar, no more IFF, dust clouds now completely block your view... even if your weapons are still in good condition and can technically be more or less iron-sighted, whoever's in a position to be hit was begging for it anyways.
>>
>>49304090
>>49304272
>>49304464
>>49304518

If you want those ships in tabletop form:
http://www.starblazersonline.com/products.html
>>
>>49298373
What's an rpg with well designed space combat?
>>
>>49307857
There's the two I listed; the Silhouette system (home of Jovian Chronicles and Heavy Gear) handles space fairly decently, and does accommodate for physics a *little*; space movement is acceleration not move-x-spaces, and there's even (one of my favorite bits) rules for lightning strikes, which is when you'll be passing each-other so fucking fast combat is actually programming weapons-fire ahead of time, as you'll only be "in range" for a split-second and have to hope you can laser the other guy without plowing through the dense cloud of whatever munitions death he's going to be placing in your path.
>>
>>49284112
>>49284135
>>49284168
I really like these ship designs.
>>
>>49308154
Oh, also, for all my complaints against the FFG SW system, if you use the X-Wing Minis system for space combat, the combined package is actually really fucking good.

Fragged Empire works out pretty well, though it's a very small team with not much support. It has a slight abstraction of resources a-la rogue-trader, where your resources(personal) and influence(ships) gauge what advanced stuff you can keep/maintain for yourself.

Traveller does decently (the mongoose one anyways), and the one I'd most want to see doesn't really do it; Battlelords of the 23rd Century is fucking great for anything short of actual space vehicles - which I don't think it even has (yet? can I hope for a 'yet'?). It's replaced Shadowrun at my table and it at least has zero-g combat, even one race that needs armored envirosuits to survive atmosphere, because they live in asteroids!
>>
>>49308353
>Fragged Empire.
I never heard of it.
>>49308353
Jovian Chronicles have some spaceships similiar to it.
>>
>>49308438

Fragged Empire is an RPG that just got done with its kickstarter. You can find the free quickstart rules floating around.
>>
>>49308521
Their second book's actually just about to come out (like I think it's being shipped THIS week).

My one big issue with space in it is actually cargo: Travel requires a week between each hex (2-3 hexes or more between worlds sometimes) and each requires a full cargo pallet.

... Things get a bit stupid when you realize that ONE cargo space of food is ... the same whether that's feeding a size 5 dreadnought's 200 crewmembers or a size 1 fighter's pilot for a week.

This rather borks up the long range travel rules a bit... nothing that couldn't be fixed/houseruled, and TECHNICALLY there are engine and navigator (as in PC ability...) things that can reduce the total travel time to like 1/4, but those are actually far from common.
>>
>>49308521
Actually, it just got done with the Kickstarter for it's first major non-core book. The base game has been out for over a year at this point.

Space combat in Fragged can be a little erratic, if you don't understand the movement rules and how it effects things. There's a fair bit of prediction/planning/second-guessing involved, and the various Traits that can manipulate the movement of your ship (or that of the enemy vessels) are really strong.
>>
>>49308827
The Command phase (everyone moves) followed by the system phase, right?
>>
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ha ha, time for Narn
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>>49308942
>>
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>>49308942
Having Narn flashbacks, are we?
>>
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>>49308978
Great aesthetic.
>>
>>49287666
no argument there.
>>
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>>49309013
I've always had a thing for side pods that stick out the front too.
>>
>>49308887
Yes, but the thing about the Command phase is that you move forwards based on your current velocity, and then you make course corrections in preparation for next turn.

There were a lot of erratic course decisions in the first few combats we ran, with some fairly impressive, but accidental, evasive maneuvers.
>>
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Although sometimes just the one side can be endearing.
>>
>>49309057
It's something to get used to.
Thrust functions similarly in the Silhouette system; the acceleration you're applying now will change how you move next turn and all.
>>
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And now I'm reminded of this.

https://www.youtube.com/watch?v=cLk0hhWBhEE
>>
>>49309050
This one reminds me of Strike Suit zero.
>>
>>49306861
you gotta admit though the vaygr destroyer and battlecruiser are sexy as hell
>>
>>
>>49304320
>>49301810
the space stuff really is the worst part of 40k
>>
>>49309145
but what it should have reminded you of is summer carnival 92.

... although probably a lot of people on here's parents hadn't even met yet.
>>
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>>49309465
>>
>>49309336

I would counter and say there's worse, but if anything space is a little lackluster simply because it's not focused on enough. If anything it's just fodder for background stories and a way of moving characters and factions around so they can get to the ground combat. It's rare that we see the intensity of ships that massive fighting, boarding actions of floating cathedrals against honeycombed roks and horrific slaughterhouse space ships.

Battlefleet Gothic is a rare shootoff, and pretty much just a placeholder for their old IP. It's never been a central focus.
>>
>>49309259

I'm more a fan of the Hiigaran versions, the Hiiggy Destroyer looking both contrasted and right at home in the Hiigaran fleet. Vaygr Battlecruiser is sexy as hell, though. Those sleek lines and knife-like prow with the Trinity Cannon at the helm, it really encapsulates the essence of the Vaygr; a belligerent forward thrust to their invasion.
>>
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>>49309694
>>
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What's your favorite kind of spacecraft, /tg/? I'm partial to destroyers, assault ships, dropships, and gunships myself.
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Corvettes or Frigates for me, little ships with some cargo holds and weapons. Ideal for Privateers, pirates or Merc. Or an armed and fast blockade runner.
>>49312892
Why is the omega so ugly but so cool at the same time?
>>
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>>49313078
>dat ass
>>
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>capital ships
lololol
>>
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>>49313078
>>
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>>49313981

gtfo w/
>muh realism
Sorry, I had to.
>>
>>
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I always loved the D'deridex and I am not ashamed to admit it.
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>>49314022

Send this to /k/. It's not tactical enough.
>>
So, anyone has tried the Firely/serenity rpg? I just finished the series and I want a bit more about it.
>>
>>49314056
Patrician taste, anon.
>>
>>49314223

I'm not a fan of the Cortex system. And from the last time I played it it didn't have a lot of additional content to flesh it out.
>>
>>49314437
Not even cool pictures of space ships?
>>
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>>49314515

Well that I am a fan of.
>>
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>The Dude than does Outsider has a patreon.
>He is paid per page.
>He demands like 1.200 dollars.
>Like three months since last update.
This comic has potential but the author seems focused in killing it.
>>
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>>49314691
>1.200 dollars.
Stupid sexy elerian waifus never.
>>
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>>49314691
I swear to god he needs to turn down his autism, not everything has to be mapped out in 3D all the time.

>>49315016
Those are disgusting.
>>
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>>49315090
>Those are disgusting.
Of course, those are Bulrathi.
>>
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>>49315016
Abh are the best space elves.
>>
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I miss Privateer.
>>
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>>49293386
I had that same book.

I also read it to rags.

It made me the space nerd that I am today.
>>
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>>49315302
Racist pricks.
Stupidly hot but still racist pricks.
>>
>>49293431
john berkey is a fucking GOD
>>
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>>49315302
I want to exterminate the Abh.
>>
>>49315431
For Humanity, Freedom and Democracy!
>>
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>>49315425

>when you fly interceptor and anti-fighter for the carrier but you're also fly as fuck
>>
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>>49315443
https://www.youtube.com/watch?v=CIGHCoVzqtk
>>
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>>49315489
Mere humans can only be 10% of this fly.
>>
>>49291025
I have the remaster...... totally worth it.......

The graphics are amazing even if there are no new missions and the original missions did not change.
>>
Why are there never cool crew-manned guns in space games?
>>
>>49315548

Can you explain further?
>>
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>>49315548
forgot pic
>>
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>>49315569
Guns that are very large, very powerful, and require many hands to use effectively
>>
>>49315431
Do it the Iberian way. Fuck them until submission and diluate they blood until they aren't longer abh.
>>
>>49315644

Most of it is taken as automated in space, seeing as how you're advanced enough to have space ships, you're probably advanced enough to have self-loading cannons.

The Imperium's ships in 40k have hundreds of ratings pulling their Marco Cannons into position after every recoil, led by a guy with a whip.
>>
>>49316082
Yeah, it doesn't really make sense technology-wise unless you're the imperium, where slaves are cheaper than machinery.

I just love the aesthetic of man-operated guns. What other situations would make them widely used? Maybe I should take this to a worldbuilding thread.
>>
>>49316203
Didn't they show that during the Clone Wars the broadside cannons of both the Republic and CIS were manned by clones/droids?
>>
>>49316203

Dune, perhaps, though the advanced machinery might just be run by a person rather than actually physically operated by a person.

But ultimately it's just a symptom of a setting that, for some reason, doesn't have a lot of advanced machinery but an excess of manpower but also is advanced enough for space travel. Generally this is a setting where Medieval to Vietnam Era tech can somehow get to space, or a previously advanced civilization that achieved space travel has been reduced to comparative barbarism but still managed to hang on to space travel.

Otherwise someone invents the self-loading system for ship weapons and puts it into production for a civilization that can achieve and support advanced space travel.
>>
>>49316342
Perhaps the technology is there, but the resources for computer parts (rare metals, etc) are extremely rare and expensive, while the materials required for simple weaponry are abundant (like iron)
>>
>>49316659

Maybe. Of course, the best use of advanced technology then is to design simpler, more effective ways to build more advanced technology, or at least build simple technology better.

Basically an STC, a machine that's mostly self-sufficient that can be used to start yourself up from using stone axes to copper, iron, steel, and whatever else. Basically teching from the ground up in Minecraft or any kind of game like that.
>>
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An unrelated question, but how do you like your space freighters? Like transport planes or contemporary cargo ships? Internal compartments or external modular pods? Small one-man operations or bulk goods? A rugged shape or more of a scaffold for attaching things?
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>>49317369
I've been on a hardish sci fi fix lately, so I've been thinking about this for my Jovian system based setting. I like having a mix of regular freight cyclers, with high-urgency goods doing a brachistochrone trajectory to the destination. Various little tramp freighters flitting around between the several moons and ring stations make for nice space hijacking targets.
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>>49315115
This kinda triggers me thb

I mean at least they could have made the floors curved so the people wouldn't live on an actual gravitational curve
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>>49317369
If we're talking a ship that goes back and forth along a predictable trade-route sort of freighter, then a laser sail hauling a big, chunky mess of shipping crates with a small hab block attached gets my vote.
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Looks like we're out of pictures.

Anyone want to talk spessship games?
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>>49317686
Played my first ever game of Battlefleet Gothic on Saturday. Sure, it's Age of Sail in space, but it's still pretty fun if you're not autistically devoted to hard sci fi or nothing.
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>>49318407

I'm trying to build a fleet for Full Thrust. Haven't played much space outside of X-Wing, but Full Thrust has ship Order mechanics not unlike X-Wing's maneuvers.
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>>49306472
I like this one a lot, what's the source on it?
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>>49318680

Looks like that one space game.
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>>49314691
He keeps apologizig for "yeah, sorry, i didn't put many pages in the past few months, professional schedule has been a mess, but this time I promise i gonna start working on it again".

I understand that he has to takes jobs that pay, but at that point he should admit he simply does not work on it any more. He lost fucking interest with his own comics years ago. Simple as that.
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>>49318740
That's very helpful, but where is it from?
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>>49318745
Speaking from experience, it could well be that he genuinely WANTS to get it done and has residual affection for the setting and project, even if the initial rush is long dead.

If he's like me (and he probably isn't, but he might be), he probably feels guilty about letting it take so long and keeps berating himself. "I should do something. I really should. I want to and people are waiting for it, but... I just really don't feel like it..." That he's still going at all is at least something, even if I agree and it is horribly frustrating that it's not faster.
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>>49291234

>>49291234
HW: Cataclysm works on Windows 10. I've just launched it, and loaded an old save. Everything works fine on my rig, which is using an AMD A10-7850 paired with an nVidia GTX 970.
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>>49313964
The DOS Version (image limit reached damnit) was so much sleeker.
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>>49318927
That Python is from Elite:Dangerous
It's like a non-vaporware version of star citizen, that actually came out.

I was able to play it plenty before the expansion, but the higher requirements shot my potato in the head.
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>>49296936
>>49307857

Rogue Trader is pretty good for buttery-soft sci-fi, partly because its class system ties into the ship battles; every character can make a roll for every round of ship combat, and every character class has proficiency with something useful. For instance, ranged combatants can operate the gunnery station, but since even 40k won't let you use melee combat at broadside range the game's designed so that every class that's good with swords is also good with leadership and inspiring the crew.
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>>49297494
Honestly, while it's very impressive it seems like it's full of the reasons hard scifi games almost never turn into... well, actually good games. If you're making a game that's about commanding spaceships in combat, you (or the dev) probably shouldn't be spending effort on figuring out what material is used for the moderator in your rocket reactor. These games just go for maximum detail in everything with seemingly very little effort spent on actual game design. Realism doesn't preclude abstraction.
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>>49323649
You don't have to deal with any of that during a normal battle, you "merely" command your fleet and take the strategic decisions, but he wants to have everything perfectly true to life, ence the depth of simulation, tweakable, moddable, minmaxable and open to experimentation. It is a game in the same way most people in Kerbal don't bother with the career mode but spend their nights experimenting the weirdest shit in sandbox.
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