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Author Topic: The Glorious Design Bureau of the People  (Read 34459 times)

Patrick Hunt

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Re: The Glorious Design Bureau of the People
« Reply #360 on: October 12, 2013, 10:36:05 am »

12 : Overhaul the Sparrow to improve on all possible aspects.

13 : Design a new fighter frame priority on being aerodynamic and maneuverable. Go as small as possible without compromising the planes ability. Must come out superior to that of the Sparrow.

Zeta.1 : Send the first bomber out with no bombs to fly a trial run over enemy airspace to test enemy defenses then follow previous plan using air cover if enemy fighters can intercept.

Spoiler: Design (click to show/hide)
Spoiler: Production (click to show/hide)
Spoiler: Political (click to show/hide)
Spoiler: Traits (click to show/hide)
« Last Edit: October 12, 2013, 10:39:38 am by Patrick Hunt »
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And so, here at the end of days, you are as you’ve always been. Willing to die. Not willing to quit.

Vengeance is mine saith the Lord but this morning. He's going to fucking well have to share.

Is she worth it, would you burn the city to save her? For her, I'd burn the world.

3_14159

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Re: The Glorious Design Bureau of the People
« Reply #361 on: October 12, 2013, 11:08:46 am »

Time for my proposals...
12.1: Concentrate on the following aspects:
a) Try to use newer, lighter materials, even if that will raise the cost of the fighter considerably.
b) Work on improving aerodynamics and fixing flaws noticed by pilots
c) Try to adapt to the new engine. Should it be not possible use the old one
d) Add two 15mm machineguns in wings to double firepower
e) Develop drop tanks for the fighters

Build two variants: One changing as few things as possible (called Sparrow Mark IIB), and one with all changes, called Sparrow Mark III.
(Shamelessly stolen from Pat and UR)

14: Design a new fighter engine. It does not have to be compatible dimension-wise with the Sparrow. High-altitude performance should be at least comparable to the advanced HA aircraft engine.
15: Design a Hedgehog anti-submarine weapon

F: Build a fighter training facility. In the future, pilots will rotate out of frontline assignments to train new pilots.
Eta: Recruit an engine specialist.

Voting for Aerial Navigation utility; Depth Finding and Full Rotation

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Taricus

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Re: The Glorious Design Bureau of the People
« Reply #362 on: October 12, 2013, 11:40:21 am »

Voting for Designs 2,3,4,14.1,16
Voting for Productions A,C,E,F,G
Voting for Politicals Alpha, Beta, Gamma.1, Delta.1, Eta, Mu, Tau


Proposal 14.1: Engine improvement. Rather than develop an entirely new engine, work on our existing HA engine to make it more powerful, more efficient in terms of power distribution and have a higher RPM than what it currently has.

Proposal 16: RADAR refinement. Continue to fix the flaws the RADAR system currently available to us, and see if we can't produce a version to be used in our aircraft while we're at it

Proposal G: Mandate the construction of a 10,000 ton drydock to be completed by this year. Both military personnel on the mainland, and civilians are expected to help with the construction.

Proposal Mu: Recruit an electronics specialist. It's obvious our RADAR program is in dire straits

Proposal Tau: Request another engineering team to be added to our division.
« Last Edit: October 12, 2013, 12:05:33 pm by Taricus »
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3_14159

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Re: The Glorious Design Bureau of the People
« Reply #363 on: October 12, 2013, 12:12:52 pm »

Voting for: 3, 8, 10, 12.1, 14, 15, 16
Voting for: A.1, B, C, E, F
Voting for: Beta, Gamma.1, Delta.1, Zeta.1, Eta, Mu, Tau
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Funk

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Re: The Glorious Design Bureau of the People
« Reply #364 on: October 12, 2013, 01:54:16 pm »

my votes
1, 2, 3, 12.1, 15, 16
A.1, C, E, G
Mu
Radio Aiming beams
Aerial Navigation utility
High tech aiming system

Sonar
Depth Finding:
Full rotation:

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Spoiler: Traits (click to show/hide)
[/quote]
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Agree, plus that's about the LAST thing *I* want to see from this kind of game - author spending valuable development time on useless graphics.

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Ukrainian Ranger

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Re: The Glorious Design Bureau of the People
« Reply #365 on: October 12, 2013, 02:40:31 pm »

]New proposal: H. Refit existing hunters with Sonars, either as makeshift solution or as designed. Build new hunters with Sonars

Votes: 3, 7, 10, 11, 12.1, 14, 16 A,A1,C, H Beta, Gamma.1, Delta.1, Zeta, Zeta.1  High tech aiming, auxiliary beam, Extra range, Depth Funding 

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War must be, while we defend our lives against a destroyer who would devour all; but I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only that which they defend.

Aseaheru

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Re: The Glorious Design Bureau of the People
« Reply #366 on: October 12, 2013, 08:44:51 pm »

Voting because I think we have enough...

Votes: 9,10,11, C, D,E, 15, 16, E, F

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Votes for these: weight for sonar, depth for sonar, high tech for navigation, aerial navigation for same.

Wait, is the navigation thing our version of LORAN?
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3_14159

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Re: The Glorious Design Bureau of the People
« Reply #367 on: October 13, 2013, 03:47:23 am »

H.1: Also include Hedgehogs if designed, displacing about half of the depth charges.
Voting for 11, H.1
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evilcherry

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Re: The Glorious Design Bureau of the People
« Reply #368 on: October 13, 2013, 04:37:47 am »

I. Start research, and if possible facility to turn excess coal into serviceable fuel.
Voting for 14, C, F, E, I, Beta, Gamma.1, Delta.1, Hi-tech, Aerial Navigation, Depth Finding, Full Rotation
Spoiler: designs (click to show/hide)
Spoiler: Production (click to show/hide)
Spoiler: Political (click to show/hide)
Spoiler: Traits (click to show/hide)
[/quote]

Patrick Hunt

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Re: The Glorious Design Bureau of the People
« Reply #369 on: October 13, 2013, 06:15:23 am »

Vote for 12.1, 14, A.1, Zeta.1, Beta.


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Caine's law.
And so, here at the end of days, you are as you’ve always been. Willing to die. Not willing to quit.

Vengeance is mine saith the Lord but this morning. He's going to fucking well have to share.

Is she worth it, would you burn the city to save her? For her, I'd burn the world.

kahn1234

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Re: The Glorious Design Bureau of the People
« Reply #370 on: October 13, 2013, 06:48:44 am »

Vote for 2, 4, 6, 7, A, G, H



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« Last Edit: October 13, 2013, 06:50:39 am by kahn1234 »
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10ebbor10

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Re: The Glorious Design Bureau of the People [WIP]
« Reply #371 on: October 13, 2013, 03:05:30 pm »

Spoiler: Voted proposals (click to show/hide)

Munition Refinement (Team Delta )

The munitions refinement is a success. Not only do your engineers manage to solve all problems with the ammunition, they even manage to improve it.
15 mm HE round
Round: 15x125
250 round Belts

15 mm Incendiary round
Round: 15x125
250 round Belts

15 mm Incendiary explosive round
Round: 15x125
250 round Belts

15 mm Tracer round
Round: 15x125
250 round Belts (1 tracer round per 20 bullets)

Spoiler: Choose 1 (click to show/hide)

Albatros (Team Beta)

The albatross project is finished without consequences. A metal bomber with a partial wooden frame, and 3 powerful engines.  It's a fast and light, which a high altitude outfit. While there were some flaws in the early design, these were filtered out by the senior engineers. 3 Design variations exist, 1 equipped with weaponry, and 1 equipped with the advanced Knickebein navigation system. (All aircraft are equipped with the return aid.)

General characteristics
Crew: 5-6 (pilot, co-pilot, flight engineer/gunner, radio operator, bombardier, top gunner)
Length: 16.2 m
Wingspan: 20.2 m
Height: 4.1 m
Empty weight: 7,700 kg
Loaded weight: 10,050 kg
Powerplant: 3 × 800 kw HA engine
Payload weight: 1250 kg internal bomb bay
Armament:
   None (option for 2 turrets and 2 wing mounted weapons)

Performance
Maximum speed: 410 km/h  at 3,790 m (Don't blame me. Rolls are rolls.)
Range: 2,600 km
Service ceiling: 8000 m (Absolute max is a fair bit higher, but then mechanical problems might occur)
Rate of climb: 5.3 m/s

Cost : 32
      -(+14 guns and turrets)
      -(+4 Radio navigation system)

Punisher Class Cruiser

The Punisher class cruiser is generally improved version of the old Protector, build around it's 300 mm cannon. Transmission complexity inherent in the steam engine has been resolved, armor has been increased significantly, and weaponry has been switched out.

Punisher (Production time: 6 months)
Length: 90 m
Displacement: 3300 metric tons
Propulsion: 11.5 mw
Speed: 52 km/h
Armor: negligible around the ship. Citadel [14*14*14] armored in 4 cm thick steel. Decently armored Torpedo Belt.
Crew: 200
Armament:
1 300 mm Cannon
10 40 mm cannons
6 30 mm Autocannons
10 Double 10mm MG turrets

170 ton depth charges
Tonnage Allocations:
1000t steam propulsion (7.5 MW)
200t auxiliary diesel propulsion (4 MW)
750t cruiser parts
350t single 300mm turret
50t ten 40mm guns
500 tons: "all or nothing" armor
200 tons: Anti torpedo armor
26 tons: Light cheep MGs
24 six 30mm automatic guns
50 t Radar
40 t Sonar
40 ton Depth charge equipment
120t Depth charges

Sparrow (Gamma)

The Sparrow fighter is overhauled. New materials and alloys are used, additional weaponry is added and drop tanks are developed to increase range of the vehicle. The lighter materials added to the Sparrow Fighter III has been quite efficient in driving up the plane's performance, as well as the cost. The 2B variant is almost left unchanged, merely fixing the worst errors.

Sparrow Fighter IIB
Crew: 1
Length: 12m
Wingspan: 14 m
Height: 4 m
Empty weight: 2500 kg
Max Take-off weight: 3200  kg
Armor: Light metal plating (Low caliber machine gun resistant)
Powerplant: 1 × 800 kw HA Petrol engine
Weaponry:
       -2* 15 mm Machine gun
       -Under fuselage hard point
Stall speed: 80 km/h   
Maximum speed: 420 km/h
Service ceiling: 7,000 m
Rate of climb: 5 m/s
Cost: 10 (+ 6 Machine gun cost)
Traits: Resilient, integrated radio, closed cockpit, Maneuverable, drop tank

Sparrow Fighter III
Crew: 1
Length: 12m
Wingspan: 14 m
Height: 4 m
Empty weight: 2000 kg
Max Take-off weight: 2700  kg
Armor: Light metal plating (Low caliber machine gun resistant)
Powerplant: 1 × 800 kw HA Petrol engine
Weaponry:
       -4* 15 mm Machine gun (2 engine, 2 wings)
       -Under fuselage hard point
Stall speed: 70 km/h   
Maximum speed: 440 km/h
Service ceiling: 7,500 m
Rate of climb: 5.6 m/s
Cost: 13 (+ 12 Machine gun cost)
Traits: Resilient, integrated radio, closed cockpit, Maneuverable, drop tank

New Fighter engine
The new engine suffers several crucial design flaws, and doesn't make the deadline. In fact, it doesn't make anything at all. Aside from a lot of smoke and noise, that is.

Hedgehogs

The Hedgehog anti submarine system is designed and tested. It's very efficient, launching a grid of mortars that can be set to either detonate on a timer or on contact. The earlier option is more likely to kill, but the later option is better for the sonar installation.

Radar installation

The newest version of the radar provides a far better resolution, though it's still far from what it should be.

Radar (Beta edition)
Range: 40km
Resolution: Mediocre (not good enough to identify or correctly estimate crafts, but at least it catches them before they get to close)
Displacement: 50 tons
Cost: 80 (Uses special parts)


A few Radio navigation are installed all over the country, providing a variety of broadcasting points and  limited redundancy. Increasing local production of electronical parts is also successful, but the shortage is still severe. A pilot training center is constructed to train pilots, both for dogfighting as working with the bureau's newest toys.

Most industrial production is dedicated to the 10000 dockyard project, which is constructed rapidly. The rest is used to improve the aircraft production, none is left to upgrade  the hunters. 


Spoiler: Supply Status (click to show/hide)


The year starts out good for us. Our raids go well, and all in all few enemy resistance is met. The first bomber runs are succesfull as well. No enemy resistance is met, and no signs of alarm are spotted. During the high altitude day raids our planes are spotted, but so far, they can't reach our planes maximum altitude. A few runs had been set out to determine the possible target locations, but the plan was temporaly interrupted when we lost our primary transmitting array at crow's Isle.

The Second Battle for Crow's Isle

December 26 2:56 AM. It's been a rough Christmas for the Moldavian Special forces. They had a modest celebration, far away from their friends and family. In the black of the night, they waited, for a signal none of them wanted to hear. They had all volunteered for this mission, but it was clear to them that their chances of return where modest, to say the least. Finally, the signal came. The fleet was moving into position, and it was time for departure. Ahead of them, the fighters twin engines roared, and slowly the wooden constructions took to the sky. The lights of the cities passed by underneath them, and soon, nothing remained but the black of the seas.

When the Briefing had come, it all seemed so sure, so certain. But now, when confronted with the big black void, they realized the risk if only one of the calculations went wrong, they could end up drowning, miles away from their target. Slowly, they passed by the first ship. A cordon of these had been laid out between the island and the coast, to serve as a guideline for the planes. The last part had been let out, lest it alarm the enemy forces.

After they'd passed the last ship, still a good distance from the small island in the sea, the fighter decoupled, leaving the glider on it's own wings. Slowly the plane set course for the small light in the distance. Silently, the passed over the ocean. They knew, that somewhere in the distance, the fleet was hiding, waiting for the signal to attack. The lights at the horizon grew larger, till the island appeared under them. The cliffs were still speckled with marks from the previous, disastrous assault. On top of them, the first gliders had already dropped to the ground, and alarms were sounding. Sporadic antiaircraft fire erupted now from the fortresses, but it was too little, and too late.

A glider got hit in the wing, and it crashed down, another caught fire, forcing a premature, and probably deadly landing. Our glider managed to make it through intact, and we continued to our target. A massive bunker for the enemies artillery cannons. We arrived there before their forces did, a small charge pierced the outer layer, and destroyed the cannon. At the same time, other similar explosions occurred all over the island. Another series of explosions, and the fortresses guns fell silent, having become a tomb for it's garrison. A massive explosion resonated over the island as the islands small airport went up in flames, it's fuel supply ignited by another of our teams.

The enemy was moving out in force now. Tankettes rolled up the hills, and bullets filled the air. We were pushed back into a brutal slaughter. Only 5 of us survived the assault, we stood waiting there, ready to sacrifice ourselves if it mean taking down but one of them, when suddenly an ominous droning filled the air, as our aircraft passed by overhead. The enemy advances was all but stopped, and we regained hope. Still, the enemies machines marched onwards, and we retreated further, down, almost into the enemy bunker. A mistake, obviously. A mistake painfully made clear by 500 kg explosive shell, killing my friends, and knocking me out.

Most of crow's island has been conquered. Our fortresses have not yet surrendered, but have been effectively disarmed. 1500 soldiers + local militia (+- 2000) remain inside. The harbor has been heavily damaged; as has most infrastructure on the islands. Losses on both sides were severe.

Our losses
-Northen Supply Line:  0%
-Eastern Supply Line : 35%
-Western Supply Line: 20%
4500 Soldiers and equipment
10 160 mm cannons
40 80 mm cannons
100 40 mm cannons
100 Mule tankettes
4 Protectors
3 Hunters
11 Revolutionary Torpedo boat destroyers
5 Herrings
16 Cods
50 Ravens
100 Sparrows
50 Osprey's
Crow's isle 90% lost

Their losses
6000 soldiers
200 Tankettes
57 Light tanks
67 Cargo ships
3 6000 ton Cruisers
3 8000 ton aircraft carrier
1 Old 4000 ton Cruiser
6 Commerce raiders
27 Destroyer support ships
69 Torpedo boat destroyers
180 2 engine fighters
120 Torpedo bombers



Spoiler: Factories (click to show/hide)
Spoiler:  Glorious Military (click to show/hide)

((If you want to vote for your own design, you have to mention it explicitly

Rule Change: Training teams has been replaced by training experts. Same effects, but teams are now available at all times.

Some people wrote stories. Go read them. Link near the OP))
[/quote]
« Last Edit: October 14, 2013, 02:11:02 pm by 10ebbor10 »
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Taricus

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Re: The Glorious Design Bureau of the People
« Reply #372 on: October 13, 2013, 03:36:11 pm »

Voting for high velocity for the refined 15mm ammo variants.

Proposal 1: Light Tank (Large) A larger design to  A turreted design that uses a new 60mm cannon, a hull mounted 8*54mm MG, and a ring-mounted 15mm gun ontop of the commander's cupola. Armour is to be atleast 20-30 mm thick before angling on a 30 degree angle from upright on the front, 20-15mm on the side, and 15-10mm on the top, bottom and rear. The turret is to be armoured at 40mm on the gun mount, and 30mm elsewhere. It is to be propelled via diesel are for two reasons: Fuel efficiency, and to keep it from using standard petrol in order to reserve that for the civilian population.

Proposal 2: Heavy Cruiser (Large) In order to keep up against the enemy's fleet, a new cruiser far larger than what the Moldavians are currently fielding.

"Great White Shark" class heavy cruiser:
10,000 tons displacement (Approx.)
Six 300mm guns, placed in three turrets. Two placed at the front, one at the rear (Totalling 1950 tons @ 650 a turret)
2,800 tons for Steam Turbines
40 tons for SONAR system
2,300 tons cruiser parts
2,500 tons armour
40 40mm Auto-cannons mounted in two-gun turrets (150 tons @ 7.5 tons a turret)
14 80mm Cannons, placed in two-gun mounts along the broadside, and one on the rear, (260 tons approx. @ 37 tons a turret)
50 tons for RADAR system

Proposal 3: RADAR Refinement (Again) Keep working on that RADAR system
« Last Edit: October 15, 2013, 12:48:58 pm by Taricus »
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Ukrainian Ranger

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A. Naval  production changes:
800 ton dockyard  to switch from Piranhas to Herrings
2300 ton dockyard to switch to production 50%Hunters\50% Herrings
4400 ton drydock to switch to production of Punishers when it's free from servicing our ships
2900 ton Capital ship Dock to be expended to 3200 and as soon as it expanded start to produce even more Punishers
10 000 ton dock to produce whatever large ship designed

Cods and Piranhas are outdated and eat more petrol than we can afford,
Most likely will sub it later with A.1
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War must be, while we defend our lives against a destroyer who would devour all; but I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only that which they defend.

Aseaheru

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Dont cods use diesel?

4: Produce kits for our engines that allow them to use oils (for diesel) or alcohols (for gas engines) (large, because why not.)
Team Delta: Do #4.

« Last Edit: October 13, 2013, 04:30:52 pm by Aseaheru »
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