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Re: Terra Invicta Dev Diary #14: Ship design

Posted: Wed Feb 24, 2021 3:19 pm
by joaquinandujar
How exactly do these heat sinks work? Do they actually expel heat or just soak it up? If they don't expel heat, but rather soak it up, are radiators then required? If they do expel heat, what is the point of radiators? Do they expel heat faster?

Re: Terra Invicta Dev Diary #14: Ship design

Posted: Wed Feb 24, 2021 11:40 pm
by johnnylump
Heat sinks "hold" heat until you can expel it via radiators. Heat sinks have no mechanism to remove heat on their own; instead, they allow you to operate for a limited period of time without your radiators extended.

Re: Terra Invicta Dev Diary #14: Ship design

Posted: Wed Mar 17, 2021 9:21 am
by Privateer
I know this isn’t strictly a ‘design’ question, but will we be able to name individual ships?

Re: Terra Invicta Dev Diary #14: Ship design

Posted: Wed Mar 17, 2021 1:53 pm
by johnnylump
Yes

Re: Terra Invicta Dev Diary #14: Ship design

Posted: Thu Mar 25, 2021 1:13 pm
by Pigeon
Any new dev diaries coming? Info about fleet movement possibly at all in the future?

Re: Terra Invicta Dev Diary #14: Ship design

Posted: Fri Mar 26, 2021 10:14 pm
by johnnylump
Planning two more, space navigation and combat (in that order), but I want navigation more polished in current builds first.

Re: Terra Invicta Dev Diary #14: Ship design

Posted: Mon Jun 21, 2021 3:02 am
by Generalcactus7708
Will there be accidents involving ships? Such as maybe a fission reactor meltdown or a burn miscalculation which would result in lost delta-v. If that happened, you would then have the possibility of losing the fleet or ship if you do nothing about it. I'm curious if that's going to be in the game because then you would have to invest time and money into preventing said accidents. That could be a key aspect of ship design too, making sure it's safe for space travel.

Looking like a great game, I'm really excited for it to come out! :)

Re: Terra Invicta Dev Diary #14: Ship design

Posted: Mon Jun 21, 2021 4:52 pm
by johnnylump
The plan for accidents on ships and habs like you described is that they will only happen (in a weighted-randomness kind of way) if you have insufficient Mission Control for your faction to handle your space assets.

Re: Terra Invicta Dev Diary #14: Ship design

Posted: Mon Jun 28, 2021 9:44 pm
by Calvitonks
Hello a question: is there any plans to add a "Carrrier" class ship, one that is designed to lauch from extremely long range strike craft?

Re: Terra Invicta Dev Diary #14: Ship design

Posted: Mon Jul 05, 2021 8:54 pm
by johnnylump
Not in our current plans. However exciting they are in science fiction, the utility of fighters is ... questionable in this regime. There is a possible case to be made for larger rider craft, with drives specialized for combat instead of long-range travel, but not really sure if adding all the UI and AI to make that effective is within our scope.

Re: Terra Invicta Dev Diary #14: Ship design

Posted: Wed Jul 07, 2021 6:58 pm
by cajer
Have you guys played Children of a Dead Earth? It would be really nice to have that level of module/weapon/ship design in this game. It really allowed fun and unique customization of what is possible. For example mini-nuke gundem swarms (500t yield and using them in anti-ship and anti-missile capacities), disposable drones with PD on them and very limited deltaV that you'd send to intercept missiles coming your way, etc...

It also had a good cost scaling model for various components.

Re: Terra Invicta Dev Diary #14: Ship design

Posted: Sat Jul 10, 2021 3:21 pm
by johnnylump
Know of it; haven't played it.