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| Children of a Dead Earth | |
|---|---|
| Developer | Q Switched Productions |
| Publisher | Q Switched Productions |
| Platform | Microsoft Windows |
| Release | September 23, 2016 |
| Genres | Space flight simulator, Tactical simulation |
| Mode | Single-player |
Children of a Dead Earth is a hard sci-fi space warfare simulation video game developed and published by Q Switched Productions. Released in 2016, the game is noted for its extreme adherence to "hard" science fiction, utilizing real-world physics, orbital mechanics, and material science to simulate space combat as it would realistically occur according to current scientific understanding.
Gameplay
editIn Children of a Dead Earth the player can design ships using real world technologies, traverse the solar system using actual orbit mechanics, and fight enemy ships.
Orbital Mechanics
editMovement in the game is governed by Kepler's laws of planetary motion. Players must plan intercepts with enemy vessels by calculating Delta-v requirements and transfer orbits. The game uses a 1:1 scale of the Solar System, featuring accurate planetary masses, gravity wells, and orbital velocities.
Combat and Physics
editCombat is simulated using high-fidelity physics engines. Weaponry includes railguns, coilguns, conventional cannons, and lasers. Damage is calculated based on the material properties of armor and the kinetic energy or thermal intensity of the impact. The game simulates:
- Thermodynamics: Ships must manage heat using retractable radiators; if radiators are destroyed, the ship will overheat and fail.
- Material Science: Players can design custom weapons and components down to the chemical composition of the propellant or the refractive index of a laser lens.
- Nuclear Physics: Propulsion is largely based on nuclear thermal rockets and nuclear pulse propulsion.
Ship Design
editThe game features a "Module Designer" and "Ship Designer." Players can engineer every aspect of their fleet, choosing specific metals, ceramics, and chemical compounds for hulls and internal components. This allows for realistic engineering trade-offs, such as choosing between heavy, durable armor or lightweight, maneuverable frames.

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