Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Poll

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


Pages: 1 ... 36 37 [38] 39 40 ... 70

Author Topic: Department of Armaments-Weapon Design Game-Dead. Please Lock.  (Read 104212 times)

StrawBarrel

  • Bay Watcher
  • I do not use social media regularly.
    • View Profile
Re: Department of Armaments-Weapon Design Game-Spring 36-Vote Time!
« Reply #555 on: October 19, 2015, 06:33:34 pm »

Why is the electronics team unavailable?
I assume it's just a copy/paste error from last turn.

With that, here's my assignment. I believe the design projects are mostly obvious; except for the Gun Engineering Project. We could put them on either the interceptor or the Frigate. I slightly prefer the interceptor (because we do have a weapon there that needs fixing).

D6: Fix the interceptor
    Aeronautics team, Gun Engineering team
D5: Radar
    Electronics Team
D4: MM1934 instead of MM1911
    Materials team
D7: Frigate
    Naval Engineering team

C1: AA defenses
    Labour Team A
C2: 2x Ammo factory
    Construction Team 3
C3.1: Two two-line large-arms factories
    Construction Team 1
C5: Naval Drydock factory
    Construction Team 2

A1: Acquire sea mines
A2: 12g shotguns

F1: Coleslaw's factory plan
F2: MM1934 instead of MM1911 where possible
F4: Coleslaw's Uniform mods

+1

+1 Plus one from me too.
Sounds good to me.
Logged
Max avatar size is 80x80

Aseaheru

  • Bay Watcher
  • Cursed by the Elves with a title.
    • View Profile
Re: Department of Armaments-Weapon Design Game-Spring 36-Vote Time!
« Reply #556 on: October 22, 2015, 11:54:03 am »

Ah, Pi, you have that spreadsheet online? Id like to take a look at it before I get the turn done to make sure that a number of things match up.
Logged
Highly Opinionated Fool
Warning, nearly incapable of expressing tone in text

3_14159

  • Bay Watcher
    • View Profile
Re: Department of Armaments-Weapon Design Game-Spring 36-Vote Time!
« Reply #557 on: October 22, 2015, 02:01:25 pm »

Ah, Pi, you have that spreadsheet online? Id like to take a look at it before I get the turn done to make sure that a number of things match up.
There's no spreadsheet, just a giant, intransparent python script which might be some of the worst code I've ever written. (But it works, so don't judge me!)

If you've got any particular question, feel free to just ask me. If you have any particular "view" you'd regularly like of the stocks, or the designs (for example, "stocks produced in 1934/1", "stocks used to build the Bychok" etc), just ask me, too, and I'll write something.

Edit
Btw, here's the projected production 1936/2 numbers with Coleslaw's factory assignments factored in:
TURN 9: 1936.5
Industry assignments:
   
Spoiler (click to show/hide)

Industry production:
Spoiler (click to show/hide)

Stocks:
Spoiler (click to show/hide)

This does not include expended stuff, nor does it include the proposed adoption of the MM1934 in some of our vehicles.
« Last Edit: October 22, 2015, 02:33:41 pm by 3_14159 »
Logged

Aseaheru

  • Bay Watcher
  • Cursed by the Elves with a title.
    • View Profile
Re: Department of Armaments-Weapon Design Game-Spring 36-Vote Time!
« Reply #558 on: October 22, 2015, 02:34:30 pm »

Quick note before the bulk, theres a new resource called electronic parts. Most things dont currently include them, and the only pre-1936 things that do are ships and things with radios. Thats right, the bomber is totally analog since noone has shoved a radio in it yet. Also, you lot get 50 units to start with, though some are used this turn. This is mostly because two major resources bugged me.

Fall and Winter of 1936

 In international news this season (and part of last), a civil war has broken out in Spain between what about to the Fascists against, well, almost everyone else. After spending several weeks debating if, and then how, they should spend support to the Republican armies the Council has ordered a military unit, consisting of all the tanks and about half the mechanized infantry available, to assist. In addition, they also order the two (newly completed) Bychok-class destroyers to go along, along with the Skat (to provide recon, mostly). Stocks of arms are also sent along to Republican forces.

 Anyways, within our fair nation itself work went on. Two proposals where submitted to the Council, one for sea mines, and the second for a number of 12 gauge pump-action shotguns. After some debating within the council they decided to approve both measures.

 After some deliberation within the bureaucrats it was decided to acquire the Winchester M1897 trench variant, who promptly sold 400 of them, along with licensing to produce more, and the mines... Well, they couldn't find anyone willing to sell them. The current theory is that they either see us as enemies (AKA  Germany) or that they think that if they do, they will be attacked (AKA Germany attacking them for selling weapons to their enemies)

 Ahwell. Anyways, lets get to our design teams, and first to the (still shamefaced) aircraft design team supported by the gun design team, who have attempted to upgrade the I-C-M1935 to something more useful. The end result of all this is that after shoving a two-stage supercharger in the intake, adding a few nitrous-oxide injectors, and banging their heads around how to fit belt-fed cannon into the design they managed to get the aircraft to go faster, weigh slightly more, and cost a fair chunk more. They also managed to design in attachment points for two gunpods or something. Oh, and range was decreased.

Spoiler: I-C-M1936-MK2 (click to show/hide)
Spoiler: P-G-A-M1936 (click to show/hide)

 And now, our electronics team has attempted to create a radio-detection system. The short answer is yes, and the long answer is not very well. The prototype D-R-M1936 installation(built on the northern peak) has a range of about 75km against large metallic aircraft, slightly less against large wooden ones, and a range of roughly 45km against large surface ships. We know all that because we tested it against about all we have around. Its also not that accurate, at max range it can be off by as much as 500m, and it weighs slightly more (all told) than three ton. The team has been questioned about their ability to install it within ships, which they doubt is possible, mostly due to the great height the current antenna requires.

Spoiler: D-R-M1936 (click to show/hide)

 The materials team, back in the initial workshop, went to work modifying the designs of the Baklan and the T-18 to use the MM1934. due to difficulties with the two unskilled engineers within the group, they JUST managed to get the work done.

 And finally, at least for design, the Naval team went to work on designing a mass-producible 'frigate'. After the design team received the plans they started yelling that its a corvette, not a frigate. Anyways, they got to work on it, at least after the redesigned a fair amount of stuff (mostly to do with radar).

 The end result, a roughly 1000ton craft armed with twin AATSM1933 (1x fore and aft), the D-H-M1935, the C-W-AAA-M1935 (three of, one for forward, and one each for the port and starboard quarters), four 40mm cannon (mounted on either side of the superstructure), and a total of ten 20mm cannon (mounted mostly along the sides, with three in the bow and one in the stern). Space was also provided for further deck mounted armaments, mostly in the stern. Mounts are also provided for machineguns.

 Propulsion is provided (via a single screw) by a quartet of AEMM1932, which are projected to give a top speed of 20 knots.

 The ship is to be crewed by about 125 officers and men, and the leadship has been named the Vorishka, or Nipper.


-After working on this four four hours, I am now taking a break and posting this as is.-

So, electronic parts. A  generic factory can make three units of them a season, costing 1ton AL and 1ton steel. You can also import them. As I said, you start this turn with 50 units, which have mostly been taken up with the ship... Interesting.

Also, corvettes VS frigates. A corvette is classed (in the interwar era) as ships smaller than destroyers and larger than "boats" (although it almost took the place of modern Frigates in naming). he term "frigate" was readopted during the Second World War by the British Royal Navy to describe an anti-submarine escort vessel that was larger than a corvette, smaller than a destroyer. Both terms are things the British readopted.

Also, the only thing that I could find that came close the the armament of the Nipper was a ctra1942 Italian design, which is where I stole most of the numbers.

-Edit to respond to Pi-

Mostly I was wondering if enough engines where made to get both Bychoks going, since they are semi-important, as you can see at the beginning of the post.
« Last Edit: October 22, 2015, 03:20:49 pm by Aseaheru »
Logged
Highly Opinionated Fool
Warning, nearly incapable of expressing tone in text

3_14159

  • Bay Watcher
    • View Profile
Re: Department of Armaments-Weapon Design Game-Spring 36-Vote Time!
« Reply #559 on: October 22, 2015, 03:04:00 pm »

And finally, at least for design, the Naval team went to work on designing a mass-producible 'frigate'. After the design team received the plans they started yelling that its a corvette, not a frigate.
[...]
Also, corvettes VS frigates. A corvette is classed (in the interwar era) as ships smaller than destroyers and larger than "boats" (although it almost took the place of modern Frigates in naming). Frigates are larger than a destroyer and smaller than a cruiser.
It's a frigate! At least, it's what the British probably would've classified as a frigate which is what was a destroyer escord class in the US. Naval terminology is worse than army formation terminology...

Quote
Mostly I was wondering if enough engines where made to get both Bychoks going, since they are semi-important, as you can see at the beginning of the post.
As you've probably seen yes, but only just. We've got two engines left, so let's hope none breaks down. I just gave you ideas, didn't I?

I'll comment on the rest of the turn once it's completely online.
Logged

Aseaheru

  • Bay Watcher
  • Cursed by the Elves with a title.
    • View Profile
Re: Department of Armaments-Weapon Design Game-Half of Fall 36-New Parts!
« Reply #560 on: October 22, 2015, 03:24:42 pm »

 Turns out I messed up the definition of a frigate a little bit. Anyways, this is smaller than a frigate, but only just.

 Besides, corvettes are slightly prefab while frigates are not. Or atleast, they wherent then. They are now. Hell, everything is slightly prefab now.
Logged
Highly Opinionated Fool
Warning, nearly incapable of expressing tone in text

Aseaheru

  • Bay Watcher
  • Cursed by the Elves with a title.
    • View Profile
Re: Department of Armaments-Weapon Design Game-The author is being wierd...
« Reply #561 on: October 22, 2015, 07:32:46 pm »

Part two of Fall and Winter 1936

 Anyways, going right along, we come to the construction projects of the year.

 This year, with fear of possible attacks on our densely clustered war industries, the labor team began work on anti-aircraft defenses. Using what guns are already made they manage to create a set of bunkers and gun emplacements arround it, although most are not currently filled with guns. An architect from one of the construction teams is amazed that anything was done at all, and suggests actually assigning some architects to it next time.

 The Fresh Meat team assisted the Labor team, actually designing it.

 Within the complex itself work went on on yet another set of factories.

 The first one of these was for munitions and was built by construction team One, and was completed in an amazingly short amount of time. Sadly, the council has authorized the Republican forces to produce what they need in it, so we are unable to use it.

 Construction team Two was in charge of the other two factories built in the complex this year, a pair of twin-line armaments factories. They are completed quickly, and one is, again, given over to the Republican forces.

 And, last but not least, Construction Team Three was set to work creating an annex of sorts to the complex, down at the other end of the rail line. Their goal was to construct a factory and drydock for the production of Nibbler class corvettes, and was unable to. According to the teams architect they simply did not have enough time to manage to get it working correctly. As such, there is no drydock, and instead the factories construct parts which are taken to the much larger drydocks where they are assembled.
 Good thing that the Vorishkas where designed to be made in parts...


 In other news, someone within the department ordered every naval crewman to be issued a SM1911/34, which lasted all of ten seconds before someone pointed out there where not enough, and suggested issuing SM1895 to those who did not receive one of the newer pistols. Shortly thereafter, someone within the naval hierarchy ordered most of the plan recended, but did take all the SM1911/34s they could for officers and boarding parties. They also took a fair few of the SM1895 for ships armslockers.
 In addition to all this, more units have turned in their MM1911 for a MM1934, although there are still not enough to go around. Most of the forces sent to Spain have been equipped with the newer weapon, however.

 In international news, word of Plokhoy Ostrov joining the fight for Republican Spain openly has shocked many. Relations with the USSR have warmed, and those with the Germans and other Axis-leaning powers has chilled amazingly.

 And now, in combat news. The first units of the POEF have landed in both the Canary islands and (in far, far greater numbers) the Spanish city of Santander, from where they moved to assist in a Republican push on the city of Oviedo. A fair amount of useful data has come out of those battles.
Spoiler: Current Requests (click to show/hide)
Spoiler: Personnel (click to show/hide)
Spoiler: Completed Projects (click to show/hide)
« Last Edit: October 23, 2015, 09:49:01 pm by Aseaheru »
Logged
Highly Opinionated Fool
Warning, nearly incapable of expressing tone in text

crazyabe

  • Bay Watcher
  • I didn't start the fire...Just added the gasoline!
    • View Profile
Re: Department of Armaments-Weapon Design Game-The author is being wierd...
« Reply #562 on: October 22, 2015, 07:46:23 pm »

P T W
Logged
Quote from: MonkeyMarkMario, 2023
“Don’t quote me.”
nothing here.

coleslaw35

  • Bay Watcher
  • A disgusting pile of slop.
    • View Profile
    • My YouTube channel where I shitpost
Re: Department of Armaments-Weapon Design Game-The author is being wierd...
« Reply #563 on: October 22, 2015, 09:17:26 pm »

I had a few more questions about what I read, but I forgot them. This one stayed with me though:

Quote
Factory M6 as follows:
- Line 1: G-H-M1935(warning, unrelated production!)

These are hand grenades.. You said something along the lines of "if it's ammo or a consumable, it's probably counted as Munitions". And it seemed reasonable that grenades would've gone into a line in a Munitions Factory. If it isn't counted as Munitions, what is it counted as?
Logged

Funk

  • Bay Watcher
    • View Profile
Re: Department of Armaments-Weapon Design Game-The author is being wierd...
« Reply #564 on: October 22, 2015, 09:59:06 pm »

With all the upgrades to the engine of the I-C-M1936-MK2 do we now have high power Mk2 Hurricane engine?

-Snipers are good. Like, awesomely good. The nationalists dont do well without officers.
Some kind of training school for marks men?

-Our mechanized troops dont have enough support. Like, at all. The army is stealing every truck they can inorder to shift supplies.

We need a Support transport  truck, now i'd like powerfull engine (goal 100/150HP SDE M1933?) and a flat module load bed.

I'd like a conventional cab with the engine out front and a half track layout or 6X6 all-wheel drive maybe with a swivel frame?

Modules:
A detachable tank of 3000L
20mm AA mount
Mortar mount
Motor support/ tank recovery
Soft Covered storage/transport

I'll work out a design in a bit.

-Bolt action rifles are sort a slow at firing.
A New intermediate rifle should solve this problem.

-Bayonets would be nice to have.
Buy some from the Russians, they have Mosin-Nagant we have Mosin-Nagant.


-The SM1911/34 is impossible on full auto. Fun, but impossible.
Control is secondary to a wild spray of bullets that makes everyone duck, that way you can run for cover. If you where meant to fight with then it would be a SMM1934 Double.

-We need longer range artillery around. The Bychoks are spending too much time inshore providing arty support.
Agreed

-We would like more helmets
-Can we get some sorta pouch to carry ammo? having to dump it all at nigh in order to sleep is a pain.
Lets do pouches and frag armour togeater so it works as one.

Logged
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

Funk

  • Bay Watcher
    • View Profile
Re: Department of Armaments-Weapon Design Game-The author is being wierd...
« Reply #565 on: October 22, 2015, 11:16:59 pm »

Here's the truck



As the planes has not been fixed lets try a new design.
Well i say new but it's the old Fire storm design from before.

Spoiler: Fire storm interceptor (click to show/hide)
Logged
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

Aseaheru

  • Bay Watcher
  • Cursed by the Elves with a title.
    • View Profile
Re: Department of Armaments-Weapon Design Game-The author is being wierd...
« Reply #566 on: October 22, 2015, 11:33:51 pm »

Quote
Factory M6 as follows:
- Line 1: G-H-M1935(warning, unrelated production!)
Yah, I ballsed that up. Why did I think it was a helmet...

With all the upgrades to the engine of the I-C-M1936-MK2 do we now have high power Mk2 Hurricane engine?
Nope!
Quote
Some kind of training school for marks men?
Allready in. Part of the basic training stuff.

Quote
Buy some from the Russians, they have Mosin-Nagant we have Mosin-Nagant.
Probably different versions. The Soviets did a fair wack of modernization during the 30s of the Mosin-Nagant, which included different range markings and similar. Dunno about bayonets though...
-edit after checking-
Front sight, length, and sighting stuff.


As for the truck, well, that thing could possibly carry more than a mortar... Also, if you find this I may be slightly miffed.
Also, you guys seem to be trying to slightly out-soviet the soviets, arent you?
Logged
Highly Opinionated Fool
Warning, nearly incapable of expressing tone in text

coleslaw35

  • Bay Watcher
  • A disgusting pile of slop.
    • View Profile
    • My YouTube channel where I shitpost
Re: Department of Armaments-Weapon Design Game-The author is being wierd...
« Reply #567 on: October 23, 2015, 05:46:42 am »

I'll post some more once I get back from school and have time to analyze the new data.
Logged

3_14159

  • Bay Watcher
    • View Profile
Re: Department of Armaments-Weapon Design Game-The author is being wierd...
« Reply #568 on: October 23, 2015, 06:00:05 am »

Quote
Factory M6 as follows:
- Line 1: G-H-M1935(warning, unrelated production!)
Yah, I ballsed that up. Why did I think it was a helmet...
To help you with that, I've updated my output slightly. An efficiently used factory line now has an "e" behind the type. A normal factory line has nothing, and an inefficiently used one a subtle "INEFFICIENT!". It now looks like that:
Spoiler: Industry assignments: (click to show/hide)
Would it help you if I add a comment to each of the designs stating their purpose? For example,
"Factory LA1/1 (artillery, e): CA-AAA-M1935 [20mm AA gun] (18.75 per turn)"?

Now, for the turn.

Shotguns: Well, not bad.
Mines: Damn. We probably need mines. Hm. Let's see if we can find a slot for that.
Interceptor: Well, that's quite horrible. Okay, we definitely need to start from a clean slate. Since I appear to be unable to design a good one, I'll just go with any of the other designs. In the meantime, we should probably produce more of the Mk. 1, if only because we produce about 2.5 times more of them.
Radar: It's a start, and it's actually quite nice for shore installation. I'd say we let them build a new one for our ships.
Corvette: That seems nice. It actually has the same number of 20mm AAA cannons as our destroyer (but loses out in 40mm AAA cannons and main armament).

Defense Construction: Architect. Whoops. Also, what do we need to fill the remaining emplacements? Simply produce more guns?
Other factories: Stop stealing our production lines!
Naval Factory: So, we just need to assign them to the project for another turn?

Now, for the requests and lessons:
- We need trucks. More trucks, trucks, trucks.
- A new rifle and bayonet would be nice.
- Artillery. More artillery.
- Soldier equipment: Ammo pouches.

So, with that, for our current priorities. Let's see.
- We need a usable fighter plane.
- We need a truck.
- We need artillery.
- We should probably continue with our radar.
- A new rifle would be nice, as would be general equipment.

We currently have the aeronautics, naval, gun, electronics and materials teams.
The aeronautics team should get the fighter, the gun engineering team the artillery cannon. Our electronics team should continue the radar projects. That leaves our materials team and naval team unmatched, and we definitely need the truck.
So, let's see.

Spoiler: D-RN-M1937 Naval Radar (click to show/hide)

Here's the truck

That truck is huge! For comparison, the US' CCKW truck was only 40% the loaded weight, about 40% the load, and 45% the engine horse-power. So, I'd definitely prefer a smaller one.

As far as I see it, we have two ways to build the truck: First is to build a new truck, about 2-3t cargo etc. Second is to modify the POAC-B (which we have never produced, but is still designed). The POAC-B had a top-speed of 60km/h, was amphibious, could mount a single MG and has a weight of four tons.
By modifying the POAC-B to the POAC-C (Cargo), we can remove most of the armour or most of the armour, which should serve to make it faster, cheaper and generally an effective cargo carrier - especially one sharing parts with our main combat vehicle. We can then continue to modify the POAC further for any other role.
Spoiler: POAC-Variants (click to show/hide)



Quote
As the planes has not been fixed lets try a new design.
Well i say new but it's the old Fire storm design from before.

Spoiler: Fire storm interceptor (click to show/hide)
Sure, why not.


Now, those are my questions to Aseaheru:
- Defense construction: What do we need in order to fill the remaining weapon emplacements?
- Naval Factory: We just need to work on that for another turn, right?
- What's the performance of the POAC-L, especially off-road? Also, how did being amphibious work out, for example during river crossings?
- Our airforce has not been engaged in Spain, right? Have there been any tests, dogfights, whatever we could use to tell the effectiveness of the divebomber and interceptor?
- Did the destroyer get engaged by aircraft? If so, what was its performance?

Spoiler: Proposals (click to show/hide)
« Last Edit: October 23, 2015, 06:24:38 am by 3_14159 »
Logged

Funk

  • Bay Watcher
    • View Profile
Re: Department of Armaments-Weapon Design Game-The author is being wierd...
« Reply #569 on: October 23, 2015, 10:15:19 am »

I've come around to recognising that the Iron ox is a little too big to be our only truck.
Sure it's massive but it's an off road tuck with a six metric ton payload.
But as i said it too big to be our only truck so lets build the POAC-C (Cargo) as our first light cargo transporter.

I'm not totally sold on the POAC-C (Cargo) it's going to have a much smaller payload so we'll need more of them.
Logged
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
Pages: 1 ... 36 37 [38] 39 40 ... 70