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Author Topic: The Space Race: Forum game(6/8 Players) Turn 24: 1969-1970  (Read 119673 times)

RulerOfNothing

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Re: The Space Race: Forum game(8/8 Players) Full. Turn 10: 1955-1956
« Reply #405 on: March 11, 2012, 11:10:25 am »

So why does leaving Earth add a penalty to the weight of the first stage if it breaks off and doesn't weigh the later stages? I mean, if someone put a spacecraft in LEO (in multiple parts) and then had it undergo a voyage to another planet in a later turn, would the weight penalty for escaping Earth affect the launch vehicles and the spacecraft or just the spacecraft?
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Nirur Torir

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Re: The Space Race: Forum game(8/8 Players) Full. Turn 10: 1955-1956
« Reply #406 on: March 11, 2012, 11:16:44 am »

It doesn't. The formula is this:

Initial_Thrust / (Distance * Total_Weight) + Final_Thrust / (Distance * Remaining_Weight) = 1.
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RulerOfNothing

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Re: The Space Race: Forum game(8/8 Players) Full. Turn 10: 1955-1956
« Reply #407 on: March 11, 2012, 11:23:29 am »

I'm pretty sure that the different weight penalties are supposed to represent the different delta-v costs of the various orbits and not the distance travelled, but I suppose that in this game it's up to 10ebbor10.
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Nirur Torir

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Re: The Space Race: Forum game(8/8 Players) Full. Turn 10: 1955-1956
« Reply #408 on: March 11, 2012, 11:35:35 am »

It doesn't matter what they represent for these purposes. You still need 2x thrust for going OoO. We're doubling the total required thrust. If it helps, change things around so that the formula equals 2.

Initial_Thrust/Total_Weight + Final_Thrust/Remaining_Weight) = 2

Is exactly the same as using the initial phase rocket to deliver a payload of the final stage to LEO, and launching from there:

Initial_Thrust/(Weight + Super_Payload_of_Rocket) = 1
Final_Thrust/(Remaining_Weight + Normal_Payload) = 1
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10ebbor10

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Re: The Space Race: Forum game(8/8 Players) Full. Turn 10: 1955-1956
« Reply #409 on: March 11, 2012, 12:44:15 pm »

I'm pretty sure that the different weight penalties are supposed to represent the different delta-v costs of the various orbits and not the distance travelled, but I suppose that in this game it's up to 10ebbor10.
Yup, those are the differents delta-V's needed.

However, I think I'm going to go with Rule system 1 because of several reasons:
- Simple to calculate
- DOn't need to recalculate things
- Balance reasons: Otherwise getting a functioning moonbase is way to easy.

Use of multi turn movements to get an advantage will be atributed to gravity slings.
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RulerOfNothing

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Re: The Space Race: Forum game(8/8 Players) Full. Turn 10: 1955-1956
« Reply #410 on: March 11, 2012, 12:45:13 pm »

Fair enough. I'm going to change my turn now if that's alright.
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10ebbor10

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Re: The Space Race: Forum game(8/8 Players) Full. Turn 10: 1955-1956
« Reply #411 on: March 11, 2012, 12:47:11 pm »

Fair enough. I'm going to change my turn now if that's alright.
You can ask me for a small compensation if you want too, because the confusion was in fact my fault.
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Nirur Torir

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Re: The Space Race: Forum game(8/8 Players) Full. Turn 10: 1955-1956
« Reply #412 on: March 11, 2012, 12:51:58 pm »

Formula-wise, what does the new ruling mean?

Does anyone even care about the spreadsheets? If they'll be helpful I'll change them, but if nobody cares then I won't bother.
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10ebbor10

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Re: The Space Race: Forum game(8/8 Players) Full. Turn 10: 1955-1956
« Reply #413 on: March 11, 2012, 12:53:06 pm »

Formula-wise, what does the new ruling mean?

Does anyone even care about the spreadsheets? If they'll be helpful I'll change them, but if nobody cares then I won't bother.
Same rules as always, nothing changed.
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RulerOfNothing

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Re: The Space Race: Forum game(8/8 Players) Full. Turn 10: 1955-1956
« Reply #414 on: March 11, 2012, 12:54:38 pm »

Well, while we are on the subject of long-distance journeys, what rules do we have regarding interplanetary voyages? Will it be possible to get to other planets quicker if we expend more fuel departing Earth or something?
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10ebbor10

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Re: The Space Race: Forum game(8/8 Players) Full. Turn 10: 1955-1956
« Reply #415 on: March 11, 2012, 12:58:31 pm »

Well, while we are on the subject of long-distance journeys, what rules do we have regarding interplanetary voyages? Will it be possible to get to other planets quicker if we expend more fuel departing Earth or something?
None. As soons as you are out of Earths grasps you can go wherever you like. Keep in mind that's gping to take a while.

Yup. We're still talking about Years though.

Anyway, working on the turn now. Might take some time.
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10ebbor10

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Re: The Space Race: Forum game(6/6-8 Players) Full. Turn 7: 1952-1953
« Reply #416 on: March 11, 2012, 02:28:43 pm »

Turn 11: 1956-1957
World news:

Relations between Scotland and the Us worsened today, as diplomatic tensions in the world rise again


Spoiler: Perks (click to show/hide)

County relations:
             USSR             US                Spain      Scot              China        W-Germ        Israel          Austria     Canada
USSR:    Neutral ,     Neutral,        T-A,            Neutral,         Neutral,      Neutral          Neutral        Neutral    Neutral
US:        Neutral,      Neutral,        Neutral,       T-embarg0,   Neutral,      Neutral         T-Embargo   Neutral    Neutral
Spain:    T-A,           Neutral,       Civil war*,     Neutral,        Neutral,       T-A              Neutral        Neutral    Neutral
Scotland:Neutral , T-Embargo,     Neutral,        Neutral,         T-A    ,        T- Embargo  Neutral        Neutral    Neutral
CHina:    Neutral ,     Neutral,       Neutral,        T-A   ,           Neutral,       Neutral         Neutral       Neutral    Neutral
W-Germ:Neutral ,     Neutral,        T-A     ,        T-Embargo,   Neutral,       Neutral         Neutral    Cold war**  Neutral
Israel:    Neutral ,     T-Embargo,  Neutral,         Neutral,        Neutral,       Neutral         Neutral       Neutral    Neutral
Austria : Neutral ,     Neutral,        Neutral,         Neutral,        Neutral,      Cold war**    Neutral       Neutral    Neutral
Canada: Neutral ,     Neutral,        Neutral,        Neutral,         Neutral,       Neutral         Neutral       Neutral    Neutral

*See Khashyk's turn
**: See Ghazkull's turn. Cold war results in increased war fundings, but also occasional demands you have to meet or be fined.

W.A.T. Yearly report

Research

Lab 1: Repair EEET! and then continue on the damn powerplants. Work here progress slowly.

Lab 2: Kerosene!! Work here continues.

Other:

Your pressconference is very succesfull. Not only did you manage to blame the Austrians for quite a lot of things but you managed to influence the beliefs of the entire country. While neither of both nations dare to declare war, arms races have started on both sides. Your governement contacts you: Several of them wanted to remain peacefull, but you left them no choice. They will try a lot to annoy you. You have been provided with 5000 dollar warfunds, and the governement has mandated the construction and delivery of 2 armed rockets. ( YOU will not be paid for those)

7000


ASTRO Yearly report

Research:
Dr Smith will continue improving the survivability of the life support module (free). Work here goes fast.
Lab 1 will reduce the weight of the 2 stage hull with the help of Konrad Becker (-$1000). The weight is reduced to 75 kg. It should be able to support the moon module now.
Lab 2 will extend the operating time of the life support module (-$1000) Lifesupport will work for about a day now. Sadly the life support has reached a certain level as complexity( 2000)
Research cost:-$2000

Design:
None this year.

Production:
None this year.

Construction:
Upgrade the labs (+5 bonus) (-$5000)
Construction cost:$5000

Other:
Dr Smith will start developing his managerial talents.
Also he will announce that ASTRO will launch a living being into space for at least 24 hours in the next 4 years.
You manage  to get +4 prestige.
Also also he will suggest that the US government start monitoring the proliferation of rocket technologies.
The Us still thinks nothing's wrong.

You got 2000.

Total cost:$2000+$5000=$7000.



C.H.A.S.E. Yearly report

CHASE


Research:
Lab 1st floor: 'Cai Cheng' Docking System Mk I: The docking system doesn't make much progress.
Lab 2nd floor: Space Stations, theoretical. Work here progresses fast.
Lab 3rd floor: Life support, theoretical. (I'll follow the supply-based branch first.) Work here goes rather slow.

Design & Production
Nothing.

Construction
Taikonaut training facility ($5000) Space for 10 people in active duty.
Upgrade the laboratory with a "highly advanced" supercomputer ($5000) It can play pong

Missions:
None.

Other:
Take a perk in taikonaut training.
Aerospace department investment (year 1 of 5) ($1000)
Yi Hsing (scientist) will spend the year taking specialization training for extra-terrestrial structures (Orbital stations and Lunar colonies), or if that's not a valid choice, safety and redundancy. ($1000)

Total expenses: $15,000



STARS Yearly report

Research
-Dr Faust makes the large thrusters more stable. Work goes rather slow.
-Thermobarics!!! rawr. The Thermobarics are succesfully reverse engineered.

Construction
Build three 'Mano de Ayudo'
Refit the 'El Parajo Cantor II' with a comm satellite
Done

Missions
Launch the 'Parajo Cantor II', with 4 'Mano de Ayudo' and a comm satellite, to stabilised MEO.
The launch is succesfull and one of the Mano de Ayudo's is succesfully recovered.

Other
Alexis shall branch out into PR. Done

Expenditure
3250 (1K thrusters, 1k thermobarics, 750 boosters, 500 Comm sat)

The governement beats back the rebels hard, and it looks like the rebellion will end soon.



DWARF Yearly report.

Research:
Life Support Module:  Increase the survival chance. Work continues. Complexity increases (3000)

Space Shuttle:  Continue to look into reusable launch vehicles. Work here goes fast.

Large Thruster:  Keep getting that explosion risk down! You reached the min some time ago.


Designs:
None today


Building:
Build an astronaut training facility.


Other:
See if any other pilots want to launch into space.  If so, launch them in the other Spear Mk III into MEO.
No volunteers turn up.

"Charismatic" perk discussed in PM.  [Higher chance to attract special people.]

Expenses:  10k  (5k research + 5k building)



Kingfisher: ASC monthly report

ASC:

Perk: Researcher
Research:
Repair that lab! Work on explosives, ie. droppable ones. Work here goes slowly.
And the seemingly cursed lighter hulls. Work continues and quickly reaches the max limit.
Design: Finally, something.

The Creeper 1
5 small fuel:  857.5 l
1 small thruster: 100kg 1826 thrust
1 m payload( Max 514 kg)
Hull: 7*50= 350

Other: The Austrian space week is scrapped by the governement. Apparently the Germans have started some kind of coldwar. You have been granted to 5000 cash and asked to build 2 armed rockets.



C.a.s.p.

Research:
German scientist work on making thrusters more powerful.
I research if timed explosives can be set up on a rocket. You design some exeptionall explosives

Designs: nothing!

Other:
Take perk for ‼SCIENCE‼
           


Promises:( All due by the end of the stated year)
Toaster: Dog in space by 1952 Done
           : Man in space by 1955 Done
Kashyk: Radio signal from space by 1952 Done
           : Comm satt in MEO by 1956
Ruler of nothing: Comm satelite in LEO orbit by 1952 DONE
                       : Research satt in orbit by  1956 DONE
                       : Man in space in orbit for 24 u by 1960
Nirur Torin: Radio transmitting object in space by 1953 DONE
                 : Functioning long term sattelite by 1954 DONE
                 : Space Station by 1965
Kingfisher: Human like ape in space by 1955 FAILED


Players:
Player name: Xin Su
Archetype: Lobbyist Political Commissar
Traits: Taikonaut trainer
Funds: 10700 (+15250)
Prestige:26
Organisation Name: Chinese Assembly for Space Exploration (CHASE)
      -Motto: Ensuring China's dominance of the Solar System.
      -Nation: People's Republic of China

       
Spoiler: Researched Components (click to show/hide)
       
Spoiler: Designs (click to show/hide)
       
Spoiler: Assets (click to show/hide)
Spoiler: Rockets (click to show/hide)
Spoiler: Sattelites (click to show/hide)
Spoiler: Special People (click to show/hide)

Player Name:  Urist McLowe
Archetype: Engineer
Traits: Charismatic: Bonus to attracting/recuiting special people
Funds:15900 (+16000)
Prestige:26
Organisation Name: DeWard Aeronautical Research Foundation [DWARF]
      Motto: Strike the moon!
      Nation: Scotland
     
Spoiler: Researched Components (click to show/hide)
       
Spoiler: Designs (click to show/hide)
       
Spoiler: Assets (click to show/hide)
             - Scotonaut training facility (0/10 people)
             -Security station
Spoiler: Special people (click to show/hide)
       
Spoiler: Rockets (click to show/hide)


Player name: Friedrich von Hohenzollern
Archetype: Astronaut
Trait: Scientific
Funds: 550(+3500)
Prestige: 5
Organisation Name: W.A.T. (West-German Aeronautical Technologies)
      -Motto: Inveniam viam aut faciam ( either i'll find a way, or I'll make one)
      -Nation: Western Germany
     
Spoiler: Researched Components (click to show/hide)
Spoiler:  Designs (click to show/hide)
           
Spoiler:  Assets and personnel (click to show/hide)


Player name: Alexis Solsona
Archetype: Engineer
Traits: PR
Funds: 11225 (+6000)
Prestige: 10
Organisation Name: Science, Technology And Research in Space (STARS)
      -Motto:  Vamos a infinito y más allá!
      -Nation: Spain
     
Spoiler: Researched Components (click to show/hide)
       
Spoiler: -Designs (click to show/hide)
       
Spoiler: -Assets (click to show/hide)
       
Spoiler: -Personnel (click to show/hide)
       
Spoiler: Rockets (click to show/hide)


[/quote]
Player Name: Dr James Smith
Archetype: Scientist
Traits: Manager
Funds: 11300(+8000+800)
Prestige:14
Organisation Name: American Space Technology and Research Organisation (ASTRO)
Motto: Exploring space for the greater good of mankind.
Nation: USA
     
Spoiler: Researched Components (click to show/hide)
Spoiler: Designs (click to show/hide)
Spoiler: Assets (click to show/hide)
Spoiler: Rockets (click to show/hide)
Spoiler: Special People (click to show/hide)

Player name: Teldon Y'rell
Archetype: Businessman
Funds: 20.000(2.200°
Organisation Name: Astronomical Wealth by Orbital Lucritiveness(AWOL)
Motto: 'Making space profitable for everyone'
Nation: Israel

Researched components
Spoiler (click to show/hide)
Designs
Spoiler (click to show/hide)
Assets
Spoiler (click to show/hide)
Special people
Spoiler (click to show/hide)

Player name: Franz Herdinand
Archetype: Engineer
Skills: Scientsist
Funds: 4475(+4000)
Prestige: 6
Organisation Name: ASC Austrian Space Center
      -Motto: 'Screw the rest'
      -Nation: Austria
Spoiler (click to show/hide)
          - Small explosive: 300kg 1 attack [0.35]
          - Droppable explosive 500 kg 2 attack [0.36]
-Designs
 
-The Creeper 1[0.88]
-Price: 525
-Fail chance: 1%
5 small fuel:  857.5 l
1 small thruster: 100kg 1826 thrust
1 m payload( Max 514 kg)
Hull: 7*50= 350

 -ROcket
   1 Creeper I   
-Assets
             -Small 2 Stories labs(+5)
             -Small launchpad
             -Small Mission Control
             -Efficient manufacturing and design factory( Rockets are 10% cheaper)   
-Special people
       -Special thingy:
             Efficient Manufacturing Facility

Spoiler (click to show/hide)
       -Designs
             -None at the moment
       -Assets
             - Small labs
             -Small launchpad
             -Small Mission Control
              -Small manufacturing and design factory     
-Special people
             -None yet
       -Special thingy:
             A German Scientist(+25 research)[/spoiler]

Notes: I didn't update the rockets yet, and the last part might be a bit rushed.
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Nirur Torir

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Re: The Space Race: Forum game(8/8 Players) Full. Turn 10: 1955-1956
« Reply #417 on: March 11, 2012, 02:48:45 pm »

How does a 'naut training facility work, and how would I go about training elite crews?
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RulerOfNothing

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Re: The Space Race: Forum game(8/8 Players) Full. Turn 10: 1955-1956
« Reply #418 on: March 11, 2012, 03:16:31 pm »

Alright. Can I do the 24 hour part of my promise using my current life support module? Also:

Research:
Dr Smith will increase the operational lifetime of the SEA satellite (free)
Lab 1 will increase the weight capacity of the life support module (-$2000)
Lab 2 will increase the reliability of the life support module further (-$2000)
Research cost:$4000

Design:
None this year.

Production:
1 Redstone II (-$775)
1 SEA satellite (-$1000)
Production cost:$1775

Construction:
Expand the factory to be able to produce 20m of rocket per year(-$5000)
Expand the mission control to be able to control 2 missions per year(-$5000)
Construction cost:$10000

Launch:
Selene I: launch a SEA satellite with a Redstone II past the moon and have it take photos of the far side of the moon

Other:
ASTRO will ask the USAF for one of their test pilots to become the first American in space.

Total cost:$4000+$1775+$5000=$15775
« Last Edit: March 12, 2012, 12:01:39 am by RulerOfNothing »
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10ebbor10

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Re: The Space Race: Forum game(8/8 Players) Full. Turn 10: 1955-1956
« Reply #419 on: March 11, 2012, 03:53:21 pm »

How does a 'naut training facility work, and how would I go about training elite crews?
First you need to recruit astronauts. Higher die= better astronaut. You can set a min quality limit and/or use money in your recruiment program.
Then you can train the astronauts. The level of the facility determines how good they can get. The standard facility trains competent spacefarers, but no better.
Practical experience remains a must.

@Rulerofnothing: Yes, if you can find a 50 kg human.

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