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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 104160 times)

StrawBarrel

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Re: Department of Armaments-Weapon Design Game-Sets get this thing going!
« Reply #405 on: September 26, 2015, 09:27:52 am »

I am also in favor of 3_14159's plan.
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Aseaheru

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Re: Department of Armaments-Weapon Design Game-Sets get this thing going!
« Reply #406 on: September 26, 2015, 04:10:14 pm »

Im writing the update, it will be put up when I have enough brainpower to actually be creative.

But a quick recap:

No gasmasks from other people for you. SO says the council (rolled twice)
The grenade people apparently got the same memo as the people who redesigned the M1911
The autocannon is done, and the aircraft version has five seconds of ammunition.
The teams assigned to the destroyer made separate designs, due to shenanigans, and only the naval team's was finished. it is an awesome design though.
The electronics team is almost done with their work, but failed for this turn.
No issues with construction, but no massive successes either. Except for the dry dock, which is twice as large and is two dry docks...

The enemy will attack soon*

*soon can be anywhere from eight months to eight years
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3_14159

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Re: Department of Armaments-Weapon Design Game-Sets get this thing going!
« Reply #407 on: September 26, 2015, 05:32:00 pm »

Im writing the update, it will be put up when I have enough brainpower to actually be creative.

But a quick recap:

No gasmasks from other people for you. SO says the council (rolled twice)
Doesn't matter much, I guess.
Quote
The grenade people apparently got the same memo as the people who redesigned the M1911
Made the grenade automatic, with a twenty-round clip?
Quote
The autocannon is done, and the aircraft version has five seconds of ammunition.
Depending on the final design, it might not matter that much. The Hurricane had only ammunition for about fifteen seconds, for example. Well, we still have to triple the ammunition reserve, but still.
Quote
The teams assigned to the destroyer made separate designs, due to shenanigans, and only the naval team's was finished. it is an awesome design though.
Next turn: Design proper memos. We seem to have communications problems. On the other hand, awesome design? Nice.
Quote
The electronics team is almost done with their work, but failed for this turn.
Damn, I wanted them to design a radar next turn.
Quote
No issues with construction, but no massive successes either. Except for the dry dock, which is twice as large and is two dry docks...
That's an issue I can accept. How many tons is it?

Quote
The enemy will attack soon*

*soon can be anywhere from eight months to eight years
I'm betting on three turns.
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Aseaheru

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Re: Department of Armaments-Weapon Design Game-Fall/Winter 1935 Completion
« Reply #408 on: September 28, 2015, 08:32:47 am »

Summer and Fall of 1935

 The proposal submitted to the Council to acquire a design of gasmasks is initially rejected out of hand. After discussion the council has ordered the department to develop it themselves.

 But with the design studios already at work on their designs for this half a year, such plans are something for the future. Anyways, on to what the design teams are up to.

 For the first project placed underway, designing a copy of the F1 grenade, the team apparently got the same memo the team working on the M1911 did. Namely, instead of copying it they designed their own. The G-H-M1935 (grenade, hand, model of 1935) is roughly based on the F1 grenade, and is a similar shape, but the similarities stop there. While the F1 was roughly pearshaped, the new design is roughly cylindrical. The fuze is percussion cap instead of friction-based, and the shape of the segments (to promote fragmentation and prevent slippage) are different.

Spoiler: G-H-M1935 (click to show/hide)

 The gun design team spent their time working on the CA-AAA-M1935 and the CA-A-M1935, focusing on the first. The weapon, intended as an anti-air artillery weapon to supplement the HiLo on naval vessels, proved to be rather simple to do (the designers basically crossed a 40mm cannon and a machine gun). The weapon has a rate of fire of roughly 450 rounds a minute, and can fire a mix of 20x110mm rounds from side-mounted drums.
 The CA-A-M1935 is the aircraft variant. It has a shorter barrel and a higher rate of fire(700RPM), although that has resulted in a shockingly low amount of fire power. With the standard drum holding but sixty rounds the gun has a total of five seconds of ammunition.


 The naval and aircraft design teams where both dumped on the same project, a new destroyer that is to be called the Bychok, or Goby(renaming due to google translate being a derp), class. As the two teams dislike eachother to some amazing extent they both decided to create their own design and submit them independently, the end result of which was one amazing design and one partially finished design, which has gotten the aeronautics team laughed at a fair amount.

 Anyways. The design the naval team completed is for a roughly three thousand ton vessel (fully loaded, with projected weight for radios and the like) powered by a grand total of eight AEM M1932 (the designs first use), which conspire to provide energy enough to turn two props and get the craft up to speeds of 30 knots, and can take the craft 8000km at 15 knots.
 Armament of the craft consists of five single-mount enclosed HiLos on the centerline, ten M1932 40mm cannon in single mounts, of which four are on each side and two are centerline in the bow, and ten mounts for further anti-air armament in the same configuration, already sized for the new CA-AAA-M1935. The team also included two centerline mounted four-tube torpedo launchers, one between the two stacks and the second between the aft stack and the three turrets there. Space has also been reserved at the stern for mines, depth charges, or whatever else there may be.
 On the detection front, besides hydrophone gear the ship is rather bare. There is no radio system yet, as the department has no radios that can work, and the fire control system is... Basic.
 The craft is 120m long, has a beam of 12m and a draft of 6m.
 In addition to all this, the navy did get a good hydrophone system worked out which can be used in other designs (new design added), and the aircraft team did develop a basic anti-aircraft fire control system, although this is not currently used on the craft. (Design there).

 Oh, the team also reports that they used the only AEM M1932s they could find, and that the top speed is a educated guesstimate since not enough where produced.


Spoiler: D-H-M1935 (click to show/hide)
Spoiler: C-W-AAA-M1935 (click to show/hide)


 And, last but also by far least, the electronics team went to work designing a radio system for, well, everything. Sadly, they where unable to design anything that works, but do say that that if given time thy can make something amazing.

 Lazy gits.

 In the land of buildings much work has been done. A warehouse has been built that will allow an extra construction project, three new factories have been built (Vehicular, Artillery, and a generic factory), and the final project, a 2000ton drydock, was exceptionally overdone. Instead the team built two 4000ton drydocks and provided them with a direct rail link to the factory complex.

 In the land of other stuff thats going on in the island chain, some stuff actually happened this year. The military, submitting to a recient batch of suggestions from  the department, have adjusted their loadouts to account for the changing times. The main changes are that nearly everyone carries munition for the machine gun assigned to their unit (which still varies somewhat, the M1 is stated to be the standard LMG) and that the sidearms are being swapped out for the SM1911/34. There are also small units of troops armed with the SMM1934, who are mostly training with what weapons have been produced thus far. Units are also being equipped from the limited stocks of grenades available.


 In the land of other nations, Brazil has had some problems this year. The leader of the Brazilian Integralist movement, Plínio Salgado, was assassinated, supposedly by one of the pro-communist groups we support. In response to this outrage, and the rather sweeping changes to the movements political ideology (which have moved to be more in line with the European movements) a revolution has apparently broken out, egged on by the Germans who have been supplying aid and material to the nation.
 The end result apparently is that the Vargas regime has been swept aside as not strong enough, and that German assistance has created a rather strong military within Brazil.


 In the land of spies, ours report that the new government of Brazil aims to attack us, citing that we are the cause for the death of Plínio Salgado. There also seems to be a large German influence to all this, what with the large, large shipments of war materiel from the Germanies to Brazil's new government.
 They report that we should prepare for attack within four and a half years, but readily admit that their information is not the best.

 
Spoiler: Production Deficits (click to show/hide)
Spoiler: Current Requests (click to show/hide)
Spoiler: Personnel (click to show/hide)
Spoiler: Completed Projects (click to show/hide)

Sorry for the long wait, and the lack of tabulated data on the autocannons, and of course the many spelling mistakes.
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Funk

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Re: Department of Armaments-Weapon Design Game-End of 1935
« Reply #409 on: September 28, 2015, 09:27:49 am »

It has a shorter barrel and a higher rate of fire(700RPM), although that has resulted in a shockingly low High amount of fire power.
Fixed that for you, now can we fit a burst mode, so it only fire up to say 5 rounds per trigger pull.

How much does the CA-A-M1935 weigh? I am updating my plane and i like to be accurate.
Current guess is 70Kg
Here's my best stab at it useing GURPS Vehicle Designer
It's not perfect but it's close enough i think.
Spoiler: Tornado interceptor (click to show/hide)

Edit:
GURPS Vehicle Designer is now no longer sold and to use it you have compile the reg code generator from the site.
But i'll post a key here and save you loads of time.

Name: doesn't matter
Reg: 000-pS
The 000 goes in the first box before the dash.
« Last Edit: September 28, 2015, 10:23:02 am by Funk »
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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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3_14159

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Re: Department of Armaments-Weapon Design Game-Fall/Winter 1935 Completion
« Reply #410 on: September 28, 2015, 11:26:35 am »

First of all, my comments.

Grenade
That's a very nice grenade, we should probably get it into production somewhere.

20mm gun
The AAA variant is awesome, and should be nicely usable on our ship - it's basically our own Oerlikon 20mm cannon. My main question is: What's its weight, with and without lightweight? (No, I'm definitely not thinking about mounting it in our fighter, no sir)
For traits, I'm definitely wanting a belt feed. If we decide to use the AAA variant in our planes, I'll also want light-weight. Otherwise, probably reflex gunsight (accuracy being more important than range) or simple design to slap it on everything.

Destroyer
Awesome design! We basically got a Fletcher-equivalent, bristling with AAA.
For traits, I am thinking about reliable and cost reduction, both reducing our logistic foot print. Alternatively modular weapons mounts?
How many can we produce/support with our current drydocks?

Detector-Hydrophone-Model
Very good. Now we just need anti-submarine weapons.

Fire Control System
Interesting system. Good starting point.

Radio
Lazy gits. Damn. We need, need, need this.

Drydock
Very good. We need one team per drydock to construct ships, right?

Current requests
We need radios, radios, radios.
Bayonets are probably less important. We need bombs. We need aircraft. We need to produce helmets and other infantry stuff.
The sea plane tender is interesting, but we need a fighter instead.

Did we get new engineers?


Questions for Aseaheru:
What's the 20mm gun's weight, with and without lightweight?
How many destroyers can we produce/support with our current drydocks?
We need one team per drydock to construct ships, right?
Did we get new engineers?
I have added the old construction projects as D1 and D2 respectively. Is that ok?


I'll wait with my own designs for answers; but I believe we definitely will need at least a fighter, bombs and the radioset.

Current Proposal/Vote Table
Spoiler: Designs (click to show/hide)
Spoiler: Acquisition (click to show/hide)
Spoiler: Construction (click to show/hide)
Spoiler: Free (click to show/hide)
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Aseaheru

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Re: Department of Armaments-Weapon Design Game-End of 1935
« Reply #411 on: September 28, 2015, 12:06:37 pm »

You did not get new engineers, since there was no request for them this turn.

Currently, with the drydocks the nation possesses, you can have asmany as you want but you can only repair/build three at a time. There is only one drydock large enough that the department does not own.

And, yes. You need a team to build ships outside of factories. And while the naval factory can build small craft, they cant build large ships unless the large ships are designed for that, and so is the factory. Which means it will probably be a large project, and include its own drydock...

20mm gun's weight will be worked on in a bit, but the lightweight trait will probally reduce 10-20% at the cost of adding some AL to the cost.

Carrying over the old designs is fine with me, yes.
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3_14159

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Re: Department of Armaments-Weapon Design Game-End of 1935
« Reply #412 on: September 28, 2015, 12:45:18 pm »

Thanks for the answers!

Currently, with the drydocks the nation possesses, you can have asmany as you want but you can only repair/build three at a time. There is only one drydock large enough that the department does not own.
Is that three in total, or three per drydock? How many teams would we need for that?

Now, for the designs:
This is similar to my last turn's proposal, but using the Tornado name. It uses two of the AAA cannons, trading a lower firing rate and higher weight for a higher muzzle velocity and more ammunition. Compared to the Tornado A, it mounts only autocannons which reduces its firepower, but can fire significantly longer. It uses armour, meaning the design is meant to be used in a zoom-and-boom role, not outturning the opponent. It emphasizes survivability (pilots are expensive).


Trait Votes:
20mm gun:
Belt Feed, Reflex Gunsight

Destroyer
Cost Reduction, Modular Armament


Current Proposal/Vote Table
Spoiler: Designs (click to show/hide)
Spoiler: Acquisition (click to show/hide)
Spoiler: Construction (click to show/hide)
Spoiler: Free (click to show/hide)
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Aseaheru

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Re: Department of Armaments-Weapon Design Game-End of 1935
« Reply #413 on: September 28, 2015, 03:36:41 pm »

Thats three total, and you can only build at two docks. You could theoretically have one team build two ships each half-year (each drydock you own can build one ship a turn of its maximum size).
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coleslaw35

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Re: Department of Armaments-Weapon Design Game-End of 1935
« Reply #414 on: September 28, 2015, 05:25:17 pm »

Added my votes.


One of these days, Pi and I will disagree on something, I promise :P

I've got a few proposals. They're much less important than some of the other things we may decide to make this turn, though, but if we have a spare team or two when all is said and done, maybe we could set those teams to work on these.

Spoiler: Gas Mask (click to show/hide)
Spoiler: Bayonet (click to show/hide)

And here's an updated list of designs that will be considered for this turn (Besides D1 and D2. Those will, obviously, be finished).

Spoiler: Designs So Far (click to show/hide)

One moment and I'll try to post some assignments for our untooled factory lines.
« Last Edit: September 28, 2015, 05:28:56 pm by coleslaw35 »
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coleslaw35

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Re: Department of Armaments-Weapon Design Game-End of 1935
« Reply #415 on: September 28, 2015, 05:43:10 pm »


Aseaharu, could you go over the factory designations? I assume G means General and V means Vehicle, and by looking at the things being produced in the other factories, M means Munitions, and SA means Small Arms. I know A and AM have something to do with aircraft, but what's the difference between the two and what exactly do they mean? Also, what does LA stand for?

Sorry for so many questions, I just wanted some clarification before I started filling in these lines.

(Factories and lines that aren't completely tooled are in bold)


Also, I may or may not make a map of Plokhoy Ostrov in the Hexographer mapmaking application.
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Aseaheru

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Re: Department of Armaments-Weapon Design Game-End of 1935
« Reply #416 on: September 28, 2015, 05:47:49 pm »

G is General, as in whatever you want.
V is vehicular, so engines or vehicles.
N is Naval
M is Munitions
SA is, you guessed it, smallarms. (anything smaller than a crew-served weapon)
LA is largearms, which are anything crew served.
A is aircraft
AM is aircraft motors.
There can also be things like ASA, for aircraft smallarms, or NLM for things like battleship guns.

Also, a map would be interesting, solong as you dump the file somewhere so I can use it to mark where most of the factories are. I have more or less given up on updating the ASCII map...
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StrawBarrel

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Re: Department of Armaments-Weapon Design Game-End of 1935
« Reply #417 on: September 28, 2015, 05:58:51 pm »

I'll just dump trait votes for now.
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coleslaw35

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Re: Department of Armaments-Weapon Design Game-End of 1935
« Reply #418 on: September 28, 2015, 06:11:24 pm »

G is General, as in whatever you want.
V is vehicular, so engines or vehicles.
N is Naval
M is Munitions
SA is, you guessed it, smallarms. (anything smaller than a crew-served weapon)
LA is largearms, which are anything crew served.
A is aircraft
AM is aircraft motors.
There can also be things like ASA, for aircraft smallarms, or NLM for things like battleship guns.

Awesome, thanks. I'll get to work on some factory assignments now then.

Also, a map would be interesting, solong as you dump the file somewhere so I can use it to mark where most of the factories are. I have more or less given up on updating the ASCII map...

Keep in mind, due to the way Hexographer works off hexes, the map will be slightly off, as I can't exactly do nice diagonal lines without it being very... hexy (if that's even a word). It'll be a while, as well, as I'm doing it on a 1:1 scale factor. (Or trying to, at least. Again, kinda hard to do straight lines in hexes). I'm estimating it may take an hour of constant work, but I can't focus sometimes and I've got homework, so it'll probably take longer. Maximum one day.



EDIT: My suggested Factory Assignments up soon, I just need a bit more time to think about it.
« Last Edit: September 28, 2015, 06:36:44 pm by coleslaw35 »
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coleslaw35

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Re: Department of Armaments-Weapon Design Game-End of 1935
« Reply #419 on: September 28, 2015, 07:02:22 pm »

Finally finished this thing. Sorry for taking so long.

Factory Line Assignments

Changes/additions in bold.

Do grenades count as Munitions, Small Arms, or do they go under their own category, say, Explosives?

Are we producing enough ammo?

We also need another Munitions factory, as I couldn't find a good place to put 45mm shells, so I assumed that we'd make quite a few grenades in one batch and put it in a line where grenades
would've gone. One Naval Factory line is untooled as well. I would've put the new ship there, but I remember seeing that we'd have to have a team make it at the drydock instead.

Spoiler: General Factories (click to show/hide)

Do you guys prefer this format or would you like everything in one big list?

All-in-one list for those who prefer it.

Spoiler: Factory Assignments (click to show/hide)

Feel free to make changes, I just wanted to get the ball rolling.

Also, Hexographer map probably up tomorrow since I took so long doing this.
« Last Edit: September 28, 2015, 07:55:01 pm by coleslaw35 »
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