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Author Topic: Royal Ordnance - Story of a War Factory  (Read 15601 times)

Ukrainian Ranger

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Re: Royal Ordnance - Story of a War Factory
« Reply #75 on: April 23, 2015, 12:03:37 pm »

My offer
1. "Slingshot" rocket system
Fortified, immobile multiple rocket launchers armed with armor piercing low explosive unguided rockets. Range 5-10 km. Designed to hit lightly armored vessel and make nice holes in them. Main role is destroying any landing crafts. Must be cheap and have cheap ammunition

This is for producing something and destined to work with more advanced missiles
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10ebbor10

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Re: Royal Ordnance - Story of a War Factory
« Reply #76 on: April 23, 2015, 12:12:41 pm »

Why dont we build something like This? Why aim when you can send hundreds of rockets on out?
Because, in order to do any meaningful damage to a target ship, you need a certain size of warhead. We might be able to damage a destroyer with a 25 or 50 kg warhead, but if we want to inconvenience  battleship we will need to move towards 500 kg or even a solid ton of explosives. So we really don't have the resources to send hundreds of shots.

Quote
And again, we have two months. Guided systems also dont work all that well with solid fuel, and with one design of rocket we could arm everything.
I think the current plan was to run the weapon in glide configuration, after it has been boosted by a rocket.

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10ebbor10

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Re: Royal Ordnance - Story of a War Factory
« Reply #77 on: April 23, 2015, 12:49:44 pm »

Thoughts?
Well, my thoughts are that too much time is spent on the design of the launch vehicle, and no time at all on the functionality of the rocket, beyond specifying the payload.

Afaik, you want to build a V-2, which will be mostly useless against naval targets, simply due to the nature of the flight path (Straight up, and down again). While yes, it will certainly be going to fast for flak to intercept, it will also be going too fast to be able to be guided on target, especially from a shore based guidance installation (In addition, I have no idea how you would want to guide it).

My alternative proposal would not even involve a rocket. Instead, we would have a simple flying bomb, propelled by a simple PulseJet. The Pulsejet is a stable, simple and affordable design with very wide tolerances, allowing it to be easily used in various configurations. The facts that it'll last about an hour, and has a bad fuel efficiency for a jet are rather negligible. Targeting would be done through a terminal semi-active radar homing system, with most of the flight spend under inertial guidance. Bomb load would also approach 1 ton of explosive.

Main difference with the current proposal is that is that it approaches from the side, rather than the top, which makes the ship a much easier to hit target.


Now, let's return to the actual matter at hand. Namely, the update, and reacting to it.

Though, there's not that much that needs to be reacted too, apparently.


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Aseaheru

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Re: Royal Ordnance - Story of a War Factory
« Reply #78 on: April 23, 2015, 01:10:48 pm »

Why dont we do both? Have pulse jet designs for hitting big ships and many, many rockets for the rest.

As for guidence, well, we could always try pigeon guided missiles.
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10ebbor10

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Re: Royal Ordnance - Story of a War Factory
« Reply #79 on: April 23, 2015, 01:14:21 pm »

Why dont we do both? Have pulse jet designs for hitting big ships and many, many rockets for the rest.

Because it's still a ridiculous waste of resources, even with a 25 kg rocket. Especially since we're creating a coastal battery, which needs to be able to fire a significant distance out to sea. The many rocket approach would work from a plane, because then your warhead to fuel ratio will be much better.
« Last Edit: April 23, 2015, 01:23:31 pm by 10ebbor10 »
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tryrar

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Re: Royal Ordnance - Story of a War Factory
« Reply #80 on: April 23, 2015, 01:42:50 pm »

I'm actually leaning towards a pulse jet or a liquid rocket for this, since we can lift heavy loads with those. We can eventually transition to turbojets for really heavy duty missiles!(fun fact, the antishipping missile de jour, the Harpoon, isn't rocket powered, but powered by a small turbojet engine)

So here's the spec for a seagull missile:

Warhead:250kg
Powerplant:pulsejet(secondary jettisoning solid rocket motors for boost phase)
Guidance:semi-active radar homing(nice call, 10ebbor!)


...basically, we're creating better guided V-1 bombs :P
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Aseaheru

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Re: Royal Ordnance - Story of a War Factory
« Reply #81 on: April 23, 2015, 01:55:10 pm »

 Those sold fuel rockets can also be mounted on ships for coastal bombardment, aircraft to attack installations and heavy vehicles, and trucks to act as mobile artillery.
 As the current suggestion for solid-fuel rockets focuses on getting the fuel correct, we can put it in whatever size rocket we need. And with the ability to mount them on a truck, we dont need massive coastal emplacements costing thousands of dollars for them.
 In addition, while the example of a launcher I showed only had a range of about 4km with a less-than 30kg warhead, the slightly newer sort has a range of 20-45 km with 30kg warheads, and a larger variant has a range of 35km with 90-100kg warheads.

-ninja edit-

Why are we naming a missile the seagull while at the same time developing a helicopter named that? Also, can we get radar guidance systems small and light enough?
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tryrar

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Re: Royal Ordnance - Story of a War Factory
« Reply #82 on: April 23, 2015, 02:20:57 pm »

Whoops, forgot we were naming the helicopter the Seagull :P. Change that to Pelican

As for the rest of your post, we certainly could get a rocket that can go 35km with a 100kg warhead, but those are going to be pretty large; I'm not sure we can do truck mounting exactly.

As for guidance, Semi-Active Radar Homing on a missile consists of a radar receiver. That's it, it simply homes in off the reflected signal from an outside source(which would be powerful coastal radar stations in this case). If that proves difficult to do, we can scale down to simple beam riding missiles
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Aseaheru

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Re: Royal Ordnance - Story of a War Factory
« Reply #83 on: April 23, 2015, 02:47:50 pm »

If we can do it, I think we should do it.

As for the truck mounting, well, it is a rather large truck.
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Ukrainian Ranger

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Re: Royal Ordnance - Story of a War Factory
« Reply #84 on: April 23, 2015, 03:57:29 pm »

Let's remember our goals

Quote
1) New small arms to replace the old and/or malfunctioning designs we are currently producing.
2) New vehicle designs, with primary focus on armoured vehicles of all weights and classes
3) Development of a new range of field and support artillery.
4) New aircraft designs in the fighter/CAS/Multirole sectors
5) Heavy/defensive/emplaced weapons designs, to help up fortify our coastlines, holdings and other interests.
1) More or less solved unless we failed both the SMG and assault rifle.
2) We fixed the problem of pathetic light armor but we have nothing to counter enemy heavy tank
3) Did nothing
4) Helicopter is a kind of multirole aircraft... but of course we all hope to get a jet engine and start playing with it.
5) Did nothing
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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.

kahn1234

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Re: Royal Ordnance - Story of a War Factory
« Reply #85 on: April 23, 2015, 06:13:34 pm »

((On the subject of the missile, it will be added next turn. Please combine what you are going to do and put i t forward as a complete idea so i know what I am rolling for. I love all the suggestions, but so much was put on the table, i lost track a little.))

((Also, i would love to put the ideas in a code format for easier reading and editing, but i must confess i dont really know what you mean. I am not familiar with all the extra functions, as I have not used them before :) ))

((Thirdly, I have fleshed out several parts of Update Part 1, so I would recommend reading through again just to read the added in bits.))

ACCEPTED PROPOSALS

Requests and Production List

A: When we get the Kerminky planes, have a few engineers reverse engineer them and give us the specs. If we have more than one, hold mock dogfights between their planes and the Seawind. - On Hold. Conditions not met.

B: Figure out the distance to the major Kerminky cities and ports, and the major Tarain ports.

C. Produce all new designs but sniper rifle to impress high command and get feedback from soldiers.

D. Request assistance of security service to protect our facilities

E. Suggest to remove Gilton Light Tank from active service and start exporting it to our minor allies. Wildcats will replace those tanks eventually. Humbly ask to use this funds to aid our facility.

F. Ask for more soldiers to help guard our base as well as some K-9 units to sniff out bombs.
Guards are to keep an eye on all ordnance facilites, test sites, electrical systems, and guard scientists.
Scientist should never leave their groups until after work or during their designs. Said groups are never to be without 2 guards escorting them.
Inform people of the security protocols and ensure their is no imminent danger. Also ask our secret service to sweep all our people to see if their spies or something.
We should call the ROF Blurton overseer about this bomber. I'm guessing we are definetly a target since were both army ordnance and research facilities.
Ask what the spy looked like if possible and be ready to give credentials.

G. Oh and Call an Army general about boosting security because of the new threat.
With all the new toys were about to give them i'm sure their willing to protect their un-damaged factory. There last one that is.[/b]

Research and Development List

2. "Warbler" SMG. 30 round magazine. Around 800mm, 2-3 kg.

3. Lightweight frag grenade.

4:Design a Jet Engine. It should put out at least 1600 pound-force thrust(2000 would be ideal), and be able to run at for at least 100 flight-hours, if not longer.

8. Develop RPR (Rapid fire rifle); Develop a new kind of weapon that will combine roles of SMGs and Rifles to serve as main infantry weapon. Use our new 8x40mm round for it

9. Seagull helicopter; Develop a light helicopter for naval use. Mainly for antisubmarine and utility use.
Should be able to land on current vessels with little to no modifications

10. Try this "kevlar" for creating a light body armor to protect elite forces
-> Linked to: 12. Crusader armor; Using the new Kevlar idea and composites create a light weight tactical body armor. Cover on both the front and back while also having movability on the rear and arm hole areas.

11. Develop Cruiser Medium Tank, Meteor MK3; Current Meteors are reliable and we better try to improve them instead of designing a new tank. Try new materials for its armor to get better protection with same armor thickness and same\lower weight. Secondary objective is to replace current engine with a new diesel engine.


Ongoing List

A1. Attaining Kerminkian Aircraft for analysis and reverse engineering. -With MoD

B1. Idea of producing land-to-sea missiles/rockets. - With Air Marshal

C1. Production idea: A.S.S AA improvement package for AA weapons. Only partially done, only improved traverse and stability systems. Next month will see other improvements.

D1. Gas Masks. No Improvement first month. Second month continuation.


All unsuccessful ideas can be resubmitted next month with new designation numbers.

Month 2, Week 2, June, 1945

A new month, new results.

((Roll: 8 )) The month was uneventful as far as production went. All ordered pieces were completed to a high enough quality, high enough to make the MoD extremely happy. The new aircraft bolstered the coastal patrol wings, although the interceptor, high altitude patrols and air supremacy air regiments grumbled about receiving less planes than usual, although this was made up for by production in the RAF's air-focused ROF facilities.

The army was also extremely thankful for the new heavy tanks, almost all of which are to be used as gun tanks, and only a few for live-fire training. The Infantry were also very thankful for the machine guns produced. The saturation of machine guns has gotten to a point in which machine gun sections now sport 4 MK8 HMGs and 3 MK15 mini-tripod mounted HMGs. MK15s are also being used alongside the standard squad machine gun in the armies new reorganised sections of 10 men, which are based around 2 machine guns per section.

-----

After finishing the report on manufacturing, you are distracted by your red phone for the MoD ringing loudly. You pick up, not expecting to hear the Air Marshal you last spoke to almost beaming down the phone. You swear, you can hear his smile.

"Good News! The Air College and MoD have accepted your idea for a land-to-sea rocket system! They expect a working, effective prototype within the next two months. They are still skeptical, however they are particularly enthusiastic about anything that would free up the frigates, subs and destroyers currently occupied patrolling our shores, colonies and dominions.

I look forward to your facilities results with great enthusiasm!"

You smile and answer that you will make sure your engineers have something ready. You continue to talk about this and that, until your topic turns to the acquisition of Kerminkian aircraft.

"Ah, yes." The Air Marshal answers. "There have been some issues. The Kerminkians are playing their usual game of smoke and mirrors. They are even denying they have any new aircraft designs, despite it being a well known fact!

However....." and he pauses; you imagine him looking around conspiratorially; "...I have heard that something has gotten SOE in a tizzy. Their agents abroad are stating their 'new' designs look almost identical to our own aircraft, which as I am sure you know, used to rule the skies. I would go so far as to say we have a leak, a mole. I do not think it is at your facility, although it did have some, limited, dealings during the design cycle of our aircraft.

Just be on the lookout. I will make sure SOE keeps you informed should any of our rivals suddenly start playing copy cat with any of your designs......"

You thank him for the warning and end the conversation jovially. Moles... you hate them. Always ruining your grass.

-----

You decide to pay a visit to your development teams. You want to see how the A.S.S is going, as well as those new gas masks.

The A.S.S is now complete, as are the gas masks. The new Gas Mask designs are only a small improvement over the existing designs, but they have better sealing properties, better air flow to reduce respiration fatigue and better visibility, all important especially for the crew versions.

You believe the MoD will love the new designs, even if they arent as good as you originally hoped they would be. However, you can always get your men to design better ones in the future if need be. These designs will just have to do.

The A.S.S also came together as a slid upgrade package for all 20mm, 40mm, 80mm and 100mm AA Guns currently in service. The traverse, fire rate, stability, durability, accuracy, power and so much more were all improved to varying degrees. Not as much as one would have hoped, but enough to essentially modernise their designs and bring them into the 40's from whatever decade they were designed in. The MoD was ecstatic with the news and ordered a full rolling refit and upgrade of all military assets. A little hastily in your opinion.

The A.S.S is going to be a hit upgrade kit whether you like it or not, for better or for worse.

-----

After returning to your office, you set about determining the distance to major Tarainian and Kerminkian targets. Not being a cartographer, it takes you a while. You find that there are quite a few known Kerminkian ports and industrial centres withing 800 miles of your coastlines. A fairly long way to travel.

You determine that there are 3 major airports, 1 major military manufactory, 1 major intersection, 2 major rail exchanges, 5 industrial sectors and 4 large cities within easy reach of your aircraft. There is much more further out, but your boys would have to brave much more flak to get there.

Tarain is much further. It is just over 1000 miles from your shore to the Tarainian shore. Fortunately, you have a few allied, but small and weak, nations around their territories, and island bases off their coasts which you took from them in wars over the last few hundred years.

Needless to say, they are not our friend.

They do have 3 major ports, 4 cities, 6 major industrial facilities, 4 major rail yards, 6 major intersections and 4 airports of varying sizes within reach of your island bases, however as they are island bases, their size is.....limited.

-----

Moving on from your cartographic escapades, you ring up the production manager again. This time, you set up orders for test runs - up to 12 units - of each of your facilities designs to date, except the failure that was the sniper rifle. No one shall ever know of that monstrosity again. The person who designed it was demoted to assistant engineer.

The jolly production manager laughed, and said it shouldnt take long at all. After all, the designs are nice and easy to build, and well designed. He said he'll have them up and done by the end of the month.

He also mentioned that for the A.S.S, production has been moved to nearby industrial facilities for rapid construction and deployment on order of the MoD. Whilst you still have reservations about the speed of the uptake, after all the A.S.S has not been tested in combat conditions fully yet, you cant help but feel proud that one of your ideas has already been deployed.

-----

Next, you ring up your government contact, Ben.

You ask him whether it would be feasible to get the Gilton tank relegated to export production only, and replaced by the Wildcat. ((Roll:7)) He stated that it would take time, but he should be able to start the switch over at the end of the month. He says it will be a gradual roll out, and the MoD would most likely consider moving production of the Wildcat away from your ROF when the requirde numbers becomes too large for your facility to handle.

-----

Lastly, before retiring to the development workshops, you start doing something you never thought you would have to do this soon.

First, you ring the Overseer at Blurton, however you do not get through as he is currently in the Capital under protection. They seem to believe he was the target of the bomb, and that the attackers were disturbed before they would take advantage of the confusion created by the explosion.

You get onto the MoD head of security and you ask, nay, demand more soldiers to help guard your base as well as some K-9 units to sniff out bombs. You have over 11,000 people to take care of, you arent going to let another Blurton happen. You ((Roll:7) get told that you will receive another platoon of guards as well as three dog teams. They will arrive by the end of the week.

You draft orders for the new teams and give them to your security head. You dictate the following:

1) Guards are to keep an eye on all ordnance facilites, test sites, electrical systems, and guard scientists. There will be periodic perimeter patrols as well as extensive internal patrols, especially at night.

2) Scientists and other non-military personnel should never leave their groups until after work or during their designs. Said groups are never to be without 2 guards escorting them. All personnel who go out on their own unsupervised will be placed under surveillance.

You also make sure that your people are informed of the security protocols and ensured their is no imminent danger. You also ask the secret service, otherwise known as SOE, to sweep all our people to see if their spies or moles. After all, you dont want blueprints going missing.

Your main objectives out of the way, you return to the development facilities and continue your work.......

*****

Spoiler (click to show/hide)

((You had some bloody good rolls there. I am honestly not changing your rolls at all. All those double figures are natural. I think the dice i bought for this might be loaded.....))

*****

During the month, you keep an eye on the national, military and global news.

Apparently, the Naval ROFs have developed 5 new ship designs, all cruisers to fill the navies cruiser-gap it has had ever since the Great Continental War.

Two heavy cruiser designs and three light cruiser designs, one of which is almost entirely dedicated to AA, were unveiled and production of prototypes have begun. Completion is expected in 6 months, and sea trials will begin to see if they are worthy.

The RAF ROFs have not been sat on their laurels either. They have been perfecting the current designs, ironing out flaws, general tweaking. Not enough to change the statistics, but enough to keep them formidable or running right. Three new designs are also rumoured to be in the works, but delayed due to espionage scares and development snags.

In domestic news, no leads on the bomber of ROF Blurton. Domestic security is still high, and many are rumoured to believe the bomber was Kerminkian.

And finally, in the Global news, disaster:

BREAKING NEWS! JURELIA DECLARES WAR!

As of 0600 on the 29th June, 1945, the Principality of Jurelia, a small country in the south east of the continent, has declaredwar on the Vellan Commonwealth, a large nation to its north which has been struggling with economic woes and high debts for the past six years.

The forested, mountainous lands and the great steppes and farmlands of the eastern continent have been the staging gorund for posturing and verbal abuse for many years. Few thought something like this could happen so soon after the largest war we have ever seen wracked this nation and the continent.

Have the Jurelians no brains?

Only time will tell if this expands into a larger conflict.


You frown as you finish reading the headline story. This is not good. You know that most of the small nations in the South East are allied to the Kerminkians. Fortunately, the Kerminkians have almost outright stated they will not help if the smaller nations are aggressors. Lets hope it stays that way.

Just as you set the paper down, you receive a telegraph from the MoD.

BE WARNED. STOP.
POSSIBILITY OF WAR. STOP
FAST TRACK PRODUCTION AND DEVELOPMENT. STOP
EMPHASIS ON PARATROOPERS AND MOUNTAIN TROOPS. STOP.
THESE ARE YOUR ORDERS UNTIL FURTHER NOTICE. STOP.

Oh dear.

((And there we have it. Enjoy! It took me 4 hours to write this.))

((Next update I may start playing with some of the positives and negatives of relations and the attached bases to your ROF. Just to let you know  ;D ))
« Last Edit: May 01, 2015, 05:28:12 pm by kahn1234 »
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Playergamer

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Re: Royal Ordnance - Story of a War Factory
« Reply #86 on: April 23, 2015, 07:01:46 pm »

Spoiler: Traits (click to show/hide)

Spoiler: Designs (click to show/hide)

Spoiler: Production (click to show/hide)

Edit: Keep Standard

We need to build a standardized transport to drop paratroopers, and we need an escort that can escort our bombers long distances. Plus, since this war will be fought in the mountains, if it happens, we need to start building paratrooper gear. I don't think paratroopers need RFRs, because they weigh more, and the two round burst should be good enough.
« Last Edit: April 23, 2015, 07:10:07 pm by Playergamer »
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Aseaheru

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Re: Royal Ordnance - Story of a War Factory
« Reply #87 on: April 23, 2015, 07:07:01 pm »

Code: (Voting) [Select]
Proposal One: SMG, Light MK1 - 'Warbler'
Natural 10 Success; choose one of the following:
Extreme ruggedness
Simple maintenance (One Vote)
Easy reload
Fantastic sights
Stable (one vote)

The Majestic Mk1 Turbojet Engine:
Critical success roll of 12. Choose two of the following:
Highly efficient - Low fuel consumption (one vote)
Easy Construction - Fast construction
Tough - Highly durable and hard wearing, reduced maintenance needs (one vote)
Lightweight - 150kg is removed from the weight through the use of the latest alloys from our nations metalworks. (One vote)
Armoured - Resistant to enemy fire, adds 280kg to weight. (One vote)

Proposal Four: RFR, the Rapid Fire Rifle.
Critical success roll of 12. Choose two of the following:
Tough - Highly durable and hard wearing, reduced maintenance needs (One vote)
Extreme ruggedness - Virtually no failures or jams, even in extreme conditions. (one vote)
Simple maintenance - Easy to put together and take apart, and therefore easy to clean and repair. (one vote)
Easy reload - Smooth reloading action reduces reload times, meaning high rates of fire.
Fantastic sights - Clear, sealed optics and well made iron sights means high situational awareness and high accuracy. (One vote)

Keep Only Bullpup (One vote)
Keep Only standard design (one vote)
Keep both, bullpup specialist
Keep both, standard design specialist

Pelican Light Naval Helicopter
Critical Success roll of 11. Choose two of the following:
Highly efficient - Low fuel consumption
Easy Construction - Fast construction
Tough - Highly durable and hard wearing, reduced maintenance needs (Two votes)
Lightweight - 150kg is removed from the weight through the use of the latest alloys from our nations metalworks. (one vote)
Armoured - Resistant to enemy fire, adds 280kg to weight. (one vote)

Kevlar Armor
Roll 10, success. Please choose one of the following:
Sturdy Plate Carrier: Less chance of armour failure.
High Tension Composites: Ceramics in the composite plates are kept under higher tension than normal, improving longevity and armour protection
Lightweight Composites: Reduces weight of armour by 1 quarter, enabling the use of the 'Heavy Crusader' armour in the field on offensive operations for shock troops and heavy weapons teams. (Two votes)
((I thought that the missile proposial was being renamed, not the helicopter...))
And now, the new proposials!
Code: (Seagull Anti-shipping missile) [Select]
A pulse jet powered, semi-active radar using missile armed with a 250KG warhead. Should be able to be fired from towable trailers(Dont want to make the mistake of the V1)
Code: (Screamer rocket system) [Select]
Solid fuel rocket system, capible of being fired from aircraft, vehicles, trailers, and/or ships. Minimum of 15kg warhead and 5km range(non aircraft varients only)
Something I think is now called for, sicne we where asked to make some things for paratroopers and/or mountan troops. We allready have guns for them, and the screamer might turn into artillery for them. Possibly.
Code: (Mountan goat jeep) [Select]
A small, powerful, air-droppible jeap, for use by pairatroopers or mountan troops. should be able to carry four passengers, or to tow 1 ton. Main focus should be weight
-NINJA!-

Code: (Two engined transport aircraft) [Select]
Make sure it can carry paratroopers, along with supplies. Make the engines quiet, and make it able to carry 2 sections of paratroopers. Make the range at least 2000 miles.
Code: (Jet fighter(Goshawk?)) [Select]
It should be able to escort our bombers all the way into enemy territory, and back. should be armed with atleast two 20mm cannon, preferably 30mm+
« Last Edit: April 23, 2015, 07:12:47 pm by Aseaheru »
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Re: Royal Ordnance - Story of a War Factory
« Reply #88 on: April 23, 2015, 07:11:03 pm »

Early jets had a problem called - "low range" That makes them bad escorts

Designing trucks, transport planes and so on is boring and I prefer to have it in background\covered by our competitors

Not producing our assault rifles is plain wrong, 600-800g difference  difference is very minor, while firepower of stronger and better bullet is not marginal
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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.

Playergamer

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Re: Royal Ordnance - Story of a War Factory
« Reply #89 on: April 23, 2015, 07:16:52 pm »

UR, I know they had low range, in real life. It's possible for us to engineer a jet with a 1000 mile range in this game, and if we can, it'll be a great escort. We might as well try.

It's boring, yes, but we need to do it. Otherwise, everything we're designing is pointless, since it can't get to the battlefield. Plus, transport planes are the most important planes in any air force.

And, no, 2 pounds is not minor for a paratrooper. 2 pounds is huge for a paratrooper.

Anyway, you're disagreeing with what I said...without giving any proposals, or any votes. Okay.
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