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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 104118 times)

3_14159

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Re: Department of Armaments-Weapon Design Game-Fist Half of 1938
« Reply #960 on: December 16, 2015, 03:01:20 pm »

@Pi
I thought to start off at 250+2x50, and top it at 2x250+2x50 or equivalent. That's why I wanted to increase the engine room.
I see. Well, in that case I'd definitely prefer a single engine; but rather a 400hp instead of a 350hp one.

In comparison to that, I'd prefer a medium instead of a heavy tank, so about 45t maximum (rather 40). We need numbers, we need flexibility and we need mobility. All of these count against such a design.

Now, let me add to this:

Spoiler: Proposal List (click to show/hide)
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Aseaheru

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Re: Department of Armaments-Weapon Design Game-Fist Half of 1938
« Reply #961 on: December 16, 2015, 03:16:26 pm »

As a note, C1 will also take materials, and there are a few free pre-tooled production lines in N2 (which is a generic naval)
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Funk

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Re: Department of Armaments-Weapon Design Game-Fist Half of 1938
« Reply #962 on: December 16, 2015, 03:26:03 pm »

@Maegil:Yeah, doing multi-engine vehicles isn't really a good idea since that makes the transmission much more complex and prone to failure trying to sync and throttle more than one engine. That and cost, since one larger engine is about the same or even cheaper than multiple smaller engines and more reliable, as well as much more maintenance friendly.

As long as the engines are all gear together then there no need to sync up the throttles, the engines will all spin at the same rate, like a tandem bike.
No the problem is that we need a bigger transmission to combine all the engines to a single output.
If we adopt electric drive then there a natural pooling of power. 

For a tank let build aDiesel-electric transmission,
Petrol-electric transmission was tried back in ww1 and has since found a use on trains, bus and even car.
It has smooth power output, no need to change gear and fewer moving parts than a conventional transmission.
Another advantage is that engines can be scaled by just adding more SDEM1933's.
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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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Maegil

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Re: Department of Armaments-Weapon Design Game-Fist Half of 1938
« Reply #963 on: December 16, 2015, 04:49:35 pm »

There were other tanks that used more than one engine, but not as shamelessly as we do; on the other hand, that I know of only Ferdinand Porsche's super heavy prototypes used the diesel-electric transmission, such as the Maus, and I think they only did it because they probably destroyed the gearboxes trying to get them to move from a standstill...

---
As for tank weights: the list below shows the late versions of some of the best tanks present at the start of the war (early versions were lighter, e.g.: the Panzer IV Ausf. B weighted only 16t).
Quote
Tank                        hp/t ratio                 Max speed (Km/h)        Off-road(Km/h)
T-34                       500/26.5=18.8                   53                          N/A
M4 Sherman             460/30.3=15,1                   48                           24
Panzer IV                 300/25=12                        40                           16
Matilda II                 190/25=7.6                        26                          14

Note that the heaviest is the Sherman at 30.3t. That's why I called my suggestion an Infantry Tank and ranged it at 20-30t, and suggested a 50-75 Heavy Tank: I was leaving room for a future late-war Panther-sized Medium at the 35-50t range.

Also note the ratios for this class of tanks, and that the T-34's 18.8 was exceptionally good. If we're to remain minimally realistic we shouldn't break that unless by accident (also, usually light tanks have in average higher ratios, heavies have lower ones).

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I like cormorants for their diving ability, and albatrosses for their long range... The plane's name seems a bit off.

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As for the proposal list, I think D1.1 was dropped (or am I mistaken?). D1.3 is not similar to the others, and should be a different proposal altogether.

---
Another construction proposal: built an university (not only to get more engineers, but also doctors and scientists). If we have one, then build/improve a sciences campus specializing in physics and electronics.
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What does Maegil have in common with a frag grenade?
Answer: does not suffer fools gladly.

Your friendly mysanthropic machete-toting sail-sailing sailor nut job.
Also, a Serial Editor. Just in case, do check my previous post to see if I didn't change or added to it. I do that, a lot...

Funk

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Re: Department of Armaments-Weapon Design Game-Fist Half of 1938
« Reply #964 on: December 16, 2015, 05:08:48 pm »

There were other tanks that used more than one engine, but not as shamelessly as we do; on the other hand, that I know of only Ferdinand Porsche's super heavy prototypes used the diesel-electric transmission, such as the Maus, and I think they only did it because they probably destroyed the gearboxes trying to get them to move from a standstill...
Super heavy tanks tend to do that, at 188 metric tons any transmission going to take a battering.
The French Saint-Chamond and the British Mark II tried petrol electric transmission and where both moderately successfully.
We have 20 year better tech and a clean sheet to work on.
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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-Fist Half of 1938
« Reply #965 on: December 17, 2015, 02:34:19 am »

I like cormorants for their diving ability, and albatrosses for their long range... The plane's name seems a bit off.
By him who died on cross, With his cruel bow he laid full low, The harmless Albatross.
I like it; renaming.


Also, resubmitting the air-launched rocket

Spoiler: Proposal List (click to show/hide)

Edit: Added clarification on the rocket stabilization.
« Last Edit: December 17, 2015, 10:47:22 am by 3_14159 »
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3_14159

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Re: Department of Armaments-Weapon Design Game-Fist Half of 1938
« Reply #966 on: December 19, 2015, 08:56:56 am »

I'm going to add two more proposals:
D.7: Cavity Magnetron: An improved form of the cavity magnetron, using eight concentric cavities and liquid cooling.
This should significantly increase our radar strengths and make airborne radars possible.

D.8: SDE M1934 Improvements: With four years of production of the SDE M1934, the goal of this project is to simplify production and, if possible, increase quality of the engine.

Spoiler: Proposal List (click to show/hide)
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StrawBarrel

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Re: Department of Armaments-Weapon Design Game-Fist Half of 1938
« Reply #967 on: December 19, 2015, 10:55:31 am »

Acquire Proposal:
A.1: Dogs and Dog Trainers: Possible uses include scouting, explosives detection, guarding, attacking, or military mascots.

Spoiler: Proposal List (click to show/hide)
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Ukrainian Ranger

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Re: Department of Armaments-Weapon Design Game-Fist Half of 1938
« Reply #968 on: December 19, 2015, 12:33:31 pm »

D.9: CG1938 - 240mm long range coastal gun.

We need something to counter Brazilian navy. We can't go for really big ships but we can go for big guns

Spoiler: Proposal List (click to show/hide)
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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.

Funk

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Re: Department of Armaments-Weapon Design Game-Fist Half of 1938
« Reply #969 on: December 19, 2015, 01:16:50 pm »

Ok so a semi fixed 240mm gun.
A few more details.
Spoiler: D.9: CG1938 details (click to show/hide)
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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

tryrar

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Re: Department of Armaments-Weapon Design Game-Fist Half of 1938
« Reply #970 on: December 20, 2015, 03:27:26 pm »

You know what? I think I'll go full torsion bar for the Badger. It's the standard for today's tanks, and was seen later on in WWII due to how simple and reliable it is.

Spoiler: HT-1938 Badger V2 (click to show/hide)
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This fort really does sit on the event horizon of madness and catastrophe
No. I suppose there are similarities, but I'm fairly certain angry birds doesn't let me charge into a battalion of knights with a car made of circular saws.

Maegil

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Re: Department of Armaments-Weapon Design Game-Fist Half of 1938
« Reply #971 on: December 20, 2015, 03:33:38 pm »

Spoiler: Proposal list (click to show/hide)
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What does Maegil have in common with a frag grenade?
Answer: does not suffer fools gladly.

Your friendly mysanthropic machete-toting sail-sailing sailor nut job.
Also, a Serial Editor. Just in case, do check my previous post to see if I didn't change or added to it. I do that, a lot...

tryrar

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Re: Department of Armaments-Weapon Design Game-Fist Half of 1938
« Reply #972 on: December 20, 2015, 04:04:49 pm »

Right, unless anyone can think of anything else, I say we get voting.
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This fort really does sit on the event horizon of madness and catastrophe
No. I suppose there are similarities, but I'm fairly certain angry birds doesn't let me charge into a battalion of knights with a car made of circular saws.

Maegil

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Re: Department of Armaments-Weapon Design Game-Fist Half of 1938
« Reply #973 on: December 20, 2015, 04:30:53 pm »

We get four votes on each category, right? This season it'll be hard, there's so many important suggestions.

Spoiler: My votes (click to show/hide)
« Last Edit: December 20, 2015, 04:33:08 pm by Maegil »
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What does Maegil have in common with a frag grenade?
Answer: does not suffer fools gladly.

Your friendly mysanthropic machete-toting sail-sailing sailor nut job.
Also, a Serial Editor. Just in case, do check my previous post to see if I didn't change or added to it. I do that, a lot...

tryrar

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Re: Department of Armaments-Weapon Design Game-Fist Half of 1938
« Reply #974 on: December 20, 2015, 05:52:38 pm »

Actually, we're up to 9 design projects per turn(3 with an advantage) so we can do all of them if we want. We're still stuck at 4 construction things if I haven't misread the list though.

With that in mind:

I vote for:
Design:
Everything!

Construction:
C.1
C.2
C.3
c.4
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This fort really does sit on the event horizon of madness and catastrophe
No. I suppose there are similarities, but I'm fairly certain angry birds doesn't let me charge into a battalion of knights with a car made of circular saws.
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