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Author Topic: The Space Race: Forum game(6/8 Players) Turn 24: 1969-1970  (Read 119465 times)

10ebbor10

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Re: The Space Race: Forum game(7/8 Players) Turn 21: 1966-1967
« Reply #870 on: May 13, 2012, 03:25:04 am »

Another question regarding fuel tanks: do they count towards production costs (i.e. will a 10m rocket with a 2m fuel tank count as 10m or 12m for the purposes of manufacturing)?
They do count towards production costs. About that: They also have 10% reuseability, whihc I forgot to add.
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Nirur Torir

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Re: The Space Race: Forum game(7/8 Players) Turn 21: 1966-1967
« Reply #871 on: May 15, 2012, 06:34:27 am »

1: Do we have to pay anything to refuel reusable craft?
2: How much does it cost to repair one of my cargo clamps?
3: Can I research a fixed external fuel tank built into the design and designed to survive re-entry?
4: How easy is it to fly up and attach a drop fuel tank waiting in orbit?
5: I don't think my funds were updated.
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10ebbor10

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Re: The Space Race: Forum game(7/8 Players) Turn 21: 1966-1967
« Reply #872 on: May 15, 2012, 10:09:23 am »

1: Do we have to pay anything to refuel reusable craft?
2: How much does it cost to repair one of my cargo clamps?
3: Can I research a fixed external fuel tank built into the design and designed to survive re-entry?
4: How easy is it to fly up and attach a drop fuel tank waiting in orbit?
5: I don't think my funds were updated.
1. No nothing. They might get damaged and need repairs though.
2. Depends on the damage.
3. So a fuel tank, that's permanently attached to the ship, and comes back with reentry. Yes you can, but it will be cheaper and possibly easier just to try and increase the height of your shuttle.
4. Not easy, at all. It's a delicate maneuver involving fluids, tubes and possibly explosives.
5. Maybe, I look at it.
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Toaster

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Re: The Space Race: Forum game(6/8 Players) Turn 19: 1964-1965
« Reply #873 on: May 15, 2012, 10:50:21 am »

On the cargo hold- I guess I missed the "leaving a space open is automatically payload room" bit.

Kingfisher:  I am interested in trading for or buying your mass driver research.


Research:
[Electronics Expert] Continue theoretical work on unmanned rovers.  (1k)

[Thruster Expert]  Work on ionic thrusters. (1k)

[Fuel Expert]  Increase the thrust (or if that's maxed, safety) of Solid Fuel. (2k)

Increase the max height of the Space Shuttle hull.  (2k)

Increase the max height of booster rockets! (1k)

Designs:

Nope, no design.

Building:

None today.

Other:

See Nirur's turn.  My launch schedule is in that.

Expenses: 7k research
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HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
God help us if we have to agree on pizza toppings at some point. There will be no survivors.

Nirur Torir

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Re: The Space Race: Forum game
« Reply #874 on: May 15, 2012, 12:08:49 pm »

CHASE

Research:
Lab 1st floor (Propulsion Expert): XL Safe Thruster fuel efficiency. ($2000)
Lab 2nd floor: 10m fuel tank capacity
Lab 3rd floor (Shaiming Hu): Tripod RC repair drone success rate
Lab 4th floor (Specialized for space stations) (Yi shing): Water recycling system's effect on supplies
Spacelab: Space Heatlh Studies (Share results with Toaster)

Design & Production
None.

Construction
None.

Missions:
Spoiler (click to show/hide)

Taikonauts:
Tiruin and Taikonauts 6, 7, and 8 will not be training to improve their skills between station stays.
If Taikonauts die in the line of duty, give $1000 to their families.
In the unlikely event that a crew swapping mission fails, the station crew will receive a bonus for staying out the year.

Other:
Aerospace department investment (year 3 of 5) ($1000) (preferred specialty: quantum mechanics, theory and applications)
Use PR on my first launch of the year.

Total expenses: $(14,645 + research supplies)
« Last Edit: May 19, 2012, 06:05:32 am by Nirur Torir »
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Nirur Torir

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Re: The Space Race: Forum game(7/8 Players) Turn 21: 1966-1967
« Reply #875 on: May 15, 2012, 06:07:23 pm »

Sorry for the double post, but I'd rather get an answer now, before the turn's getting written, since it might interfere with Kashyyk's turn, and it'd be much better to fix it now if it'll be a problem:

Do VASIMIR's need their own fuel type?
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10ebbor10

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Re: The Space Race: Forum game(7/8 Players) Turn 21: 1966-1967
« Reply #876 on: May 16, 2012, 12:10:07 am »

Sorry for the double post, but I'd rather get an answer now, before the turn's getting written, since it might interfere with Kashyyk's turn, and it'd be much better to fix it now if it'll be a problem:

Do VASIMIR's need their own fuel type?
No. I think not.
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Kashyyk

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Re: The Space Race: Forum game(7/8 Players) Turn 21: 1966-1967
« Reply #877 on: May 16, 2012, 09:16:39 am »

Yeah, from what I understand, it uses 100kg of 'reaction mass' but needs 4 units of power as well.
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10ebbor10

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Re: The Space Race: Forum game(7/8 Players) Turn 21: 1966-1967
« Reply #878 on: May 16, 2012, 09:18:24 am »

Yeah, from what I understand, it uses 100kg of 'reaction mass' but needs 4 units of power as well.
Well the basic principle of a Vasimir is overheating it's fuel and then using electromagnets to push it out of the engine. So yeah, that's how it works.
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Kashyyk

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Re: The Space Race: Forum game(7/8 Players) Turn 21: 1966-1967
« Reply #879 on: May 16, 2012, 09:32:55 am »

On a related note, if I only provide 2 units of power, can I run it with half the fuel, or will it just not go?
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10ebbor10

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Re: The Space Race: Forum game(7/8 Players) Turn 21: 1966-1967
« Reply #880 on: May 16, 2012, 12:32:29 pm »

On a related note, if I only provide 2 units of power, can I run it with half the fuel, or will it just not go?
It just won't work. Batteries are your friend here, they can store much large amounts of power for fewer weight.
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SoHowAreYou

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Re: The Space Race: Forum game(7/8 Players) Turn 21: 1966-1967
« Reply #881 on: May 16, 2012, 02:24:13 pm »

I feel like disolving my current program and starting a new one. Can I?
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10ebbor10

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Re: The Space Race: Forum game(7/8 Players) Turn 21: 1966-1967
« Reply #882 on: May 16, 2012, 02:25:56 pm »

I feel like disolving my current program and starting a new one. Can I?
You'll be starting with just the same as the previous time, so you would lose a lot of progress.
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SoHowAreYou

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Re: The Space Race: Forum game(7/8 Players) Turn 21: 1966-1967
« Reply #883 on: May 16, 2012, 02:26:57 pm »

Nah I want a new program because I'll admit I screwed this up.
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adwarf

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Re: The Space Race: Forum game(7/8 Players) Turn 20: 1965-1966
« Reply #884 on: May 16, 2012, 02:29:06 pm »

((OOC: My Arms Factory is not present in the assets spoiler))


Research:
-Basic Life Support Hub: Recycles air, and water to allow extended stays in space, works well in combination with the Agricultural Hub for my ship
-Basic Crew Quarters Hub: Houses a crew to maintain the space shuttle, and a few extra.
-EMP Theory

Things you are designing:
Excalibur I Decrease the Failure Chance
-Small Fuel Tank (5 Meter Height)
-Small Thrusters (1 Meter Height)
-Single Stage Hull (10 Meter Capacity)
-Agricultural Hub (4 Meter Height)

Building things(If you want to)
None

Other things
None
« Last Edit: May 16, 2012, 02:45:03 pm by adwarf »
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