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Dead or not dead?

Dead
- 0 (0%)
LIVE!
- 4 (50%)
Eh. Dont care.
- 0 (0%)
Asea, you lazy git...
- 4 (50%)

Total Members Voted: 8


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Author Topic: Department of Armaments-Weapon Design Game-Dead. Please Lock.  (Read 104264 times)

coleslaw35

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Re: Department of Armaments-Weapon Design Game-Spring 36-Have a bomb!
« Reply #495 on: October 09, 2015, 04:28:59 pm »

And as I go back to my post and update some stuff, you post things which invalidate some of it :P

We're all Sonic!

Good job though. Like, I said in my edit, I didn't know what makes a Radar any good.

Those POAC variants would be extra fun as well. I always imagined an AT POAC looking sort of like the German SdKfz armored car with the big cannon.

Also, Pi, how does your program work? We only produced one and a half 7.62.54rmm rounds, lol? That's sorta confusing me.
« Last Edit: October 09, 2015, 04:30:32 pm by coleslaw35 »
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3_14159

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Re: Department of Armaments-Weapon Design Game-Spring 36-Have a bomb!
« Reply #496 on: October 09, 2015, 04:43:58 pm »

And as I go back to my post and update some stuff, you post things which invalidate some of it :P

We're all Sonic!
That's what I'm here for :P
Quote
Good job though. Like, I said in my edit, I didn't know what makes a Radar any good.
Me neither, which is why I've looked up a few systems, juggled a few numbers, and let most of the technical details where they belong, i.e. reality.


Quote
Also, Pi, how does your program work? We only produced one and a half 7.62.54rmm rounds, lol? That's sorta confusing me.
7.62x54mm rounds are very expensive because of the need to stamp "GLORY TO ARSTOTZKA" on it.
Jokes aside, Asea sensibly prefers tracking the ammo in production batches instead of single rounds. 1 7.62x54mm round therefore corresponds to the output of one factory line over six months.
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Aseaheru

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Re: Department of Armaments-Weapon Design Game-Spring 36-Have a bomb!
« Reply #497 on: October 09, 2015, 04:46:07 pm »

That was an example, but ammunition (and other consumables) will be in single digits. Mostly so that when theres a battle I can say "10 units of 7.62x54mmR ammunition where used during the battle" instead of, I dunno, "87,987 rounds of 7.62x54mmR where used during the battle".

Mines and the like wont be done like that.

The AEM1932. I actually did forget this was what we were using, lol. Haven't we been making ships all this time? Are we just manufacturing floating weapons platforms? Yikes. Could be a bigger mess-up than we think.
Nope, they're using other engines. At least, as far as I know.
Yep. Some use the same engines as the POAC, some use aircraft engines.
Quote
Also, Aseaheru: Why did the plane include only 60 shots for the cannons? Is there another reason but low rolls?
Yep. No one asked for them. Just for the AAA variant of the cannon. Bad rolls helped. Hell, if you had gotten really, really good roles and used the aircraft cannon they may have made that thing belt feeding. But not defining feed systems meant it was more of a "Hmmm... What do I think they would put in..."

-ninja edit-

DARN THOSE NINJAS! GET OFF MY POST!
* Aseaheru shakes his old-man fist.
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coleslaw35

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Re: Department of Armaments-Weapon Design Game-Spring 36-Have a bomb!
« Reply #498 on: October 09, 2015, 04:50:10 pm »

Quote
Quote
Also, Pi, how does your program work? We only produced one and a half 7.62.54rmm rounds, lol? That's sorta confusing me.
7.62x54mm rounds are very expensive because of the need to stamp "GLORY TO ARSTOTZKA" on it.
Jokes aside, Asea sensibly prefers tracking the ammo in production batches instead of single rounds. 1 7.62x54mm round therefore corresponds to the output of one factory line over six months.

Thanks. I was thinking something along the lines of that, but I just wanted to make sure.

Quote
Yep. No one asked for them. Just for the AAA variant of the cannon. Bad rolls helped. Hell, if you had gotten really, really good roles and used the aircraft cannon they may have made that thing belt feeding. But not defining feed systems meant it was more of a "Hmmm... What do I think they would put in..."

Is it possible to have the aircraft team just revise the new fighter a tad and try to work on some key negatives like the slow speeds, immaneuverability, and most importantly a belt feeding cannon or would we have to make an entirely new fighter?
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Aseaheru

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Re: Department of Armaments-Weapon Design Game-Spring 36-Have a bomb!
« Reply #499 on: October 09, 2015, 04:56:47 pm »

Certainly. Im never gonna make you develop totally new designs. If its physically impossible, Ill just let you have a team spend years banging their heads on it untill one of them becomes godlike and tells you that its not gonna work.

Or I'm gonna have them build a timebomb and shove it at the council again.
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coleslaw35

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Re: Department of Armaments-Weapon Design Game-Spring 36-Have a bomb!
« Reply #500 on: October 09, 2015, 05:39:42 pm »

Certainly. Im never gonna make you develop totally new designs. If its physically impossible, Ill just let you have a team spend years banging their heads on it untill one of them becomes godlike and tells you that its not gonna work.

Lol, alright. I suppose we should see if we can salvage some of the planes performance before we design a new one.


Quote
Or I'm gonna have them build a timebomb and shove it at the council again.

oh god no the council is already incredibly angry with us.
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3_14159

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Re: Department of Armaments-Weapon Design Game-Spring 36-Have a bomb!
« Reply #501 on: October 09, 2015, 05:52:20 pm »

Phew. Those are the stock numbers for 1935/1, as close as I can be:
Spoiler: Stocks (click to show/hide)
Negative numbers mean that some vehicle using these items will be incomplete. In this case, it's probably the Shockwave FACs.

Quote
Also, Aseaheru: Why did the plane include only 60 shots for the cannons? Is there another reason but low rolls?
Yep. No one asked for them. Just for the AAA variant of the cannon. Bad rolls helped. Hell, if you had gotten really, really good roles and used the aircraft cannon they may have made that thing belt feeding. But not defining feed systems meant it was more of a "Hmmm... What do I think they would put in..."
Actually, I did ("Armament: 2x CA-AAA-M1935, 300-500 round belts"), but I'll just add "Lacking in reading comprehension" to our engineers' long list of sins and blame it on the bad roll :-)
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coleslaw35

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Re: Department of Armaments-Weapon Design Game-Spring 36-Have a bomb!
« Reply #502 on: October 09, 2015, 05:56:19 pm »

Yeah, our engineers aren't the brightest. We need to use a turn to "Design" a better education system :P
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Funk

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Re: Department of Armaments-Weapon Design Game-Spring 36-Have a bomb!
« Reply #503 on: October 09, 2015, 06:17:17 pm »

Certainly. Im never gonna make you develop totally new designs. If its physically impossible, Ill just let you have a team spend years banging their heads on it untill one of them becomes godlike and tells you that its not gonna work.

Lol, alright. I suppose we should see if we can salvage some of the planes performance before we design a new one.

Quote
Why not have both, a fixed I-C-M1936 and user heavier Firestorm Design as high altitude interceptor?

Have one team work on makeing the I-C-M1936 faster and more manoeuvrable by refitting it with smaller aircraft guns and better wings.
The other team can work on the Firestorm and focus on it being a bomber killer and for go dog fighting ability for speed and armour.

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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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coleslaw35

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Re: Department of Armaments-Weapon Design Game-Spring 36-Have a bomb!
« Reply #504 on: October 09, 2015, 09:30:33 pm »

Certainly. Im never gonna make you develop totally new designs. If its physically impossible, Ill just let you have a team spend years banging their heads on it untill one of them becomes godlike and tells you that its not gonna work.

Lol, alright. I suppose we should see if we can salvage some of the planes performance before we design a new one.

Quote
Why not have both, a fixed I-C-M1936 and user heavier Firestorm Design as high altitude interceptor?

Have one team work on makeing the I-C-M1936 faster and more manoeuvrable by refitting it with smaller aircraft guns and better wings.
The other team can work on the Firestorm and focus on it being a bomber killer and for go dog fighting ability for speed and armour.

We only have one Aeronautics team though. The results may not be as good as they could be.
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3_14159

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Re: Department of Armaments-Weapon Design Game-Spring 36-Have a bomb!
« Reply #505 on: October 10, 2015, 05:02:51 am »

I have - mostly - finished the stocks list for this year. I'm still waiting to hear back from Asea about a few issues. In the meantime, these are the preliminary 1936/1 industry assignments, production figures and stocks:
Spoiler: Industry Assignments (click to show/hide)
Spoiler: Industry production: (click to show/hide)
Spoiler: Stocks (click to show/hide)

Again, those are preliminary (I can virtually guarantee that I've missed some bugs).


However, going from these, we have the following:
- Probably enough Mosin-Nagants (27000)
- Many machine guns (10000 MM1902s) which I'll use for other production once the Lewis Gun runs out
- We are not producing enough ATHM1933 (for the Shockwave craft) and MM1911 (for planes, Shockwave etc). We still have stocks of the latter, and we have 10,000 of other LMGs, so that should be enough.
- We are going to need another production line for 40mm AAA guns, for the Shockwaves and Bychoks (if we continue to build the latter)
- We are going to need AEM M1932 naval engines; one production line will produce 15; i.e. one should be enough.
- We are going to need another line for the POAC engines (remember, each requires two of them)
 
Our Land Forces consist of:
- 30 POAC-Ls (some lacking engines), 15 POAC-Hs, 6 T-18s
- 300 EAM mortars, 27000 Mosin Nagants, >10000 LMGs
- 1320 MMGs, 1200 SMM1934 Double SMGs, 1200 SM1911/34 pistols, 1750 SM1895

Our Air Force consists of:
- 18 Dive Bombers

Our Navy consists of:
- 1 Karp Submarine, 1 Ray class (plus production of one turn)/1 Skate class submarine
- 13 Shockwave attack craft, 8 CDV 1933 coastal defense vessels
- 1 Ofery class destroyer, 2 Bychok-class destroyers (lacking engines, 40mm AAA cannons, and one lacking a 20mm AAA gun)
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Funk

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Re: Department of Armaments-Weapon Design Game-Spring 36-Have a bomb!
« Reply #506 on: October 10, 2015, 07:05:06 am »

We only have one Aeronautics team though. The results may not be as good as they could be.
Then lets split up the work, have the Aeronautics team work on the Firestorm Design this turn and next turn with more experience they can overhaul the  I-C-M1936.

Can we reqest some more Aeronautic engineers?
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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.

Unofficial slogan of Bay 12 Games.  

Death to the false emperor a warhammer40k SG

3_14159

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Re: Department of Armaments-Weapon Design Game-Spring 36-Have a bomb!
« Reply #507 on: October 10, 2015, 08:17:38 am »

So, looking at the stocks and coleslaw's assigned plan for a bit (which is really nice, by the way; and if we can use any LMG instead of the Lewis, I'd go with it), I have the following proposals:

Spoiler: D5 Frigate (click to show/hide)
And, meshing with that,
C5: Naval drydock factory
A factory for mass-producing D5 Frigates. Includes a drydock large enough for it, and a linked factory.


Now, I'm wondering what we should do with the teams. We have an electronics team (radar), a naval team (frigate), an aeronautics team (work on either a new fighter or on improving the old one), one gun and one materials team.

I have two ideas for the gun team. One'd be a bigger artillery piece than our mortar; the other would be improving the 20mm aircraft gun. The materials team can probably work on the splinter vest should we design that; or on anti-sub rockets.



I'm still looking for the best way to improve the Hurricane. We could try improving the engine, decrease the armour and (very important, in my opinion) tell them to add belts to the guns. But I don't know how to do this optimally.
Generally speaking, I have a preference of improving the design before building a new one, simply because we'd only have a choice between building new factories or discontinue building one of our then-three plane designs.


We only have one Aeronautics team though. The results may not be as good as they could be.
Then lets split up the work, have the Aeronautics team work on the Firestorm Design this turn and next turn with more experience they can overhaul the  I-C-M1936.

Can we reqest some more Aeronautic engineers?
I believe Aseaheru told us that there's no more untapped, trained engineering personnel on our island, and we'd need to recruit from out of country, which is very difficult.

Spoiler (click to show/hide)
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coleslaw35

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Re: Department of Armaments-Weapon Design Game-Spring 36-Have a bomb!
« Reply #508 on: October 10, 2015, 09:13:03 am »

Oh that's right, we've been putting Lewis MGs on our earlier boats and planes.

We need to refit our current designs to use M-1s instead, which really doesn't sound like it'd be too hard.
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Funk

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Re: Department of Armaments-Weapon Design Game-Spring 36-Have a bomb!
« Reply #509 on: October 10, 2015, 09:25:29 am »

Oh that's right, we've been putting Lewis MGs on our earlier boats and planes.

We need to refit our current designs to use M-1s instead, which really doesn't sound like it'd be too hard.
That can't be to hard can it?


I'm still looking for the best way to improve the Hurricane. We could try improving the engine, decrease the armour and (very important, in my opinion) tell them to add belts to the guns. But I don't know how to do this optimally.
Generally speaking, I have a preference of improving the design before building a new one, simply because we'd only have a choice between building new factories or discontinue building one of our then-three plane designs.


The Hurricane is the engine, the I-C-M1936 is the plane.

To improve the engine we could:

Redesign the engine's air intake to fit a two-stage supercharger, improve efficiency and saving engine power.

Add better cooling, some big air-to-liquid intercoolers should cool down the intake air.
Still this will add weight and drag.

Add nitrous oxide or methanol-water injection
Add turbochargers and make the engine twincharged

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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.

Unofficial slogan of Bay 12 Games.  

Death to the false emperor a warhammer40k SG
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