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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 104582 times)

3_14159

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Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #780 on: November 17, 2015, 05:53:33 am »

Design list part 2
[snip]
Awesome, thanks!

I want to ask Asa if we need a design action to update our destroyers with all the new tech we've developed(the radar, the 130mm guns, the ASW systems, the radio), as that would be something we'd want to do(especially the 130mm guns since they can provide some respectable shore bombardment!)
I believe it's like this:
If we assign both workers and a design team to build a vessel, they'll automatically update/vary the design depending on the currently available stuff. See the Kloun Bychok, for example, which includes radio, radar and ASW systems. I don't know whether they'll actually do huge updates (like using 130mm instead of 105mm guns, which'll probably have quite a few after-effects).
If we only assign workers, they'll build a copy of the design, no variation.
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tryrar

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Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #781 on: November 17, 2015, 06:03:17 am »

Actually, we only assigned a construction team to the Kloun, but I'm assuming since the prototypes were built and we actually built the space into the Bychok design for those systems to be installed in the future, they got put on for "free". I'm guessing we'd need to then refit the Bychoks using a design and construction team, and specify we're upgrading to 130mms.

Also, we'll need a line for radar installations so we can produce radars for our ships(and also for shore usage). Unless of course, that can be covered using generic electronics...

Edit:I got a pretty good construction proposal actually!

Construct a naval academy to train up sailors and officers more rapidly. As part of this, a separate proposal to conscript more people into the armed forces(we have a very good excuse of being invaded for people to not get pissed off about that :P)
« Last Edit: November 17, 2015, 06:05:48 am by tryrar »
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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.

Funk

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Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #782 on: November 17, 2015, 06:15:34 am »

Lets hold off the next destroyer, we need to raise our defences.

Build just the turrets and install then in open concrete barbettes.

The armour of the turret should keep them save from any thing short of a direct hit.
Inside the barbettes we can have a round  track built to aim the gun so they have a full 360 arc of fire.

A radio link will be vital to correct there fire.

C.3 130mm gun turrets in barbettes.
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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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Death to the false emperor a warhammer40k SG

tryrar

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Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #783 on: November 17, 2015, 06:17:12 am »

Lets hold off the next destroyer, we need to raise our defences.

Build just the turrets and install then in open concrete barbettes.

The armour of the turret should keep them save from any thing short of a direct hit.
Inside the barbettes we can have a round  track built to aim the gun so they have a full 360 arc of fire.

A radio link will be vital to correct there fire.

C.3 130mm gun turrets in barbettes.

Slight flaw, we don't HAVE any 130mm guns built(except maybe the prototype), which is what the naval armaments factory is for :P

Edit:Speaking of, we should retool one of the HiLo lines to produce carriage-mounted land versions of the Hammer(which was part of the design IIRC).

Edit Edit:We wouldn't be building any NEW destroyers, we'd be upgradin our existing ones to use larger guns(and install any of the new systems we designed that are available)
« Last Edit: November 17, 2015, 06:27:12 am by tryrar »
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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-End of 1937-What this, Invasion?!
« Reply #784 on: November 17, 2015, 06:36:12 am »

Because we are short on designs here's a repeat.
Spoiler: Rapid Carbine MK 1 (click to show/hide)
I would suggest we don't go into new ammo types when we already have a suitable caliber: the 7.62x38mmR used on the Nagant M1895 revolver. Yes, it is a pistol round, but it's actually longer and more powerful than the .30 carbine (7.62x33mm) - closer to the .32-20 Winchester and .32 H&R Magnum.
If you consider rechambering it, I'll vote for it.

Additionally, we could try and assist our Brazilian comrades in overthrowing their warmongering fascist government, or at the very least in creating a chaos: I'd suggest developing a suppressor for the revolver itself, and smuggling as many of them as we can to the Brazilian Communist Party - along with someone who can give them pointers on political assassination and urban guerrilla tactics.
Meanwhile, our own intelligence services might have a use for it.
Spoiler: 7.62 Nagant supressor (click to show/hide)

Finally, I'm not certain that we can use a 105mm monster on the POAC frame - it's just an armored car, on the smallish side, and it must still float, you know... Anyway, comparing the POAC-B-DFS production rate with lighter models, I'd say that we wouldn't be able to build enough of them quick enough without sacrificing too many production lines.
« Last Edit: November 17, 2015, 07:03:06 am 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...

Funk

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Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #785 on: November 17, 2015, 07:11:32 am »

I would suggest we don't go into new ammo types when we already have a suitable caliber: the 7.62x38mmR used on the Nagant M1895 revolver. Yes, it is a pistol round, but it's actually longer and more powerful than the .30 carbine (7.62x33mm).
If you consider rechambering it, I'll vote for it.

7.62x38mmR is less powerfull than .30 carbine, 340 J vs 1,311 J.
I know a bigger cartridge should be more powerfull but 7.62x38mmR is just less powerfull, based on older less powerful powder.

As for 7.62x38mmR, it's a weak round and has a rimed which make magazines likely to jam.
And how would the rifle be better than the SMG?
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

Maegil

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Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #786 on: November 17, 2015, 07:47:00 am »

I would suggest we don't go into new ammo types when we already have a suitable caliber: the 7.62x38mmR used on the Nagant M1895 revolver. Yes, it is a pistol round, but it's actually longer and more powerful than the .30 carbine (7.62x33mm).
If you consider rechambering it, I'll vote for it.

7.62x38mmR is less powerfull than .30 carbine, 340 J vs 1,311 J.
I know a bigger cartridge should be more powerfull but 7.62x38mmR is just less powerfull, based on older less powerful powder.

As for 7.62x38mmR, it's a weak round and has a rimed which make magazines likely to jam.
And how would the rifle be better than the SMG?
1,311J, yes, but mind the "test barrel length: 457.2mm" compared to the 114 mm used with the 7.62x38mmR.
For comparison, the 7.92×33mm Kurz the Germans (will) use on the Sturmgewehr 44 was previously called Pistolenpatrone M43 - a pistol round.

As fir the rim, that might be somewhat of a problem... still, we could simply use use rimless casings to produce both types on the same line without the need to retool it between runs (albeit the rim actually improves the rounds' seating on the revolvers, thus increasing their power).
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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-End of 1937-What this, Invasion?!
« Reply #787 on: November 17, 2015, 07:53:39 am »

Fuck it, let's just go for a 7.62x39mm cartidge for the carbine. And no, that number wasn't pulled out of my ass, that's the AK-47 cartridge since I'm pretty sure whatever we use in our carbine will eventually get used as an assault rifle ammo.
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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-End of 1937-What this, Invasion?!
« Reply #788 on: November 17, 2015, 08:14:38 am »

Fuck it, let's just go for a 7.62x39mm cartidge for the carbine. And no, that number wasn't pulled out of my ass, that's the AK-47 cartridge since I'm pretty sure whatever we use in our carbine will eventually get used as an assault rifle ammo.
Fine with me. We can also eventually use it on a (TBD) LMG, submachinegun and sidearm, uniforming our small arms caliber (MMG and sniper rifles can remain 7.62x54mmR, and a 12.7x108mm HMG would be nice).

In the meanwhile, if we're going for a new standard, we could try to buy suppressors for the Nagants and send our entire stocks to the Brazilian communists; I expect they'll be more useful there than collecting dust on a warehouse.
« Last Edit: November 17, 2015, 08:50:50 am 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...

Funk

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Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #789 on: November 17, 2015, 08:19:44 am »

But 7.62x39mm is dull, cheap hack and a crappy round. :(

but mind the "test barrel length: 457.2mm" compared to the 114 mm used with the 7.62x38mmR.
For comparison, the 7.92×33mm Kurz the Germans (will) use on the Sturmgewehr 44 was previously called Pistolenpatrone M43 - a pistol round.

As fir the rim, that might be somewhat of a problem... still, we could simply use use rimless casings to produce both types on the same line without the need to retool it between runs (albeit the rim actually improves the rounds' seating on the revolvers, thus increasing their power).
If we go rim less then it's a new more powerful cartridge and we are back at the door of boring old 7.62x39mm.

The Sturmgewehr 44  being called the Pistolenpatrone M43 was Hitler fault, it started life as the Maschinenkarabiner 1942(machine carbine) but due to a bit of  bureaucracy it got renamed the Maschinenpistole 43 (machine pistol) when new rifle where banned.
Finally Hitler named it the Sturmgewehr 44 (Storm (Assault) rifle).
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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-End of 1937-What this, Invasion?!
« Reply #790 on: November 17, 2015, 08:23:54 am »

Well, if we REALLY wanna be different, then we can go with an entirely new round. Say 6x40mm? (Though I still support AK round unless my suggestion takes off)
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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.

Funk

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Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #791 on: November 17, 2015, 08:29:54 am »

Well, if we REALLY wanna be different, then we can go with an entirely new round. Say 6x40mm? (Though I still support AK round unless my suggestion takes off)
Ok im for 6x40mm.
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

Maegil

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Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #792 on: November 17, 2015, 08:36:01 am »

The Sturmgewehr 44  being called the Pistolenpatrone M43 was Hitler fault, it started life as the Maschinenkarabiner 1942(machine carbine) but due to a bit of  bureaucracy it got renamed the Maschinenpistole 43 (machine pistol) when new rifle where banned.
Finally Hitler named it the Sturmgewehr 44 (Storm (Assault) rifle).
Pistolenpatrone M43 is the ammunition, not the weapon.

Anyway, I don't care so much about hairsplitting as about streamlining production, and 6mm seems a bit too low for an eventual assault rifle.
« Last Edit: November 17, 2015, 08:38:37 am 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...

Funk

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Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #793 on: November 17, 2015, 09:15:30 am »

Anyway, I don't care so much about hairsplitting as about streamlining production, and 6mm seems a bit too low for an eventual assault rifle.
If the round is too small then there the option of a .45 based round.
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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

Maegil

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Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #794 on: November 17, 2015, 09:46:25 am »

Anyway, I don't care so much about hairsplitting as about streamlining production, and 6mm seems a bit too low for an eventual assault rifle.
If the round is too small then there the option of a .45 based round.
...and I'm the escaped lunatic...
Hey! How come my title reverted from "Escaped Lunatic" back to "Bay Watcher"?
Spoiler: Evidence (click to show/hide)

Anyhow, .45 is 11.43mm, which seems a more likely caliber for the Franco-Prussian war than for 1937... unless you're from the USA; Americans seem to have an unholy love affair with that caliber.
« Last Edit: November 17, 2015, 10:09:06 am 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...
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