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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 104222 times)

Maegil

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Re: Department of Armaments-Weapon Design Game-Fist Half of 1938
« Reply #930 on: December 15, 2015, 07:59:33 am »

Thanks for clarifying the personnel tab, that's useful.

Yes, he was starting the numeration on zero. It must be some programmers' fetish or inferiority complex or whatnot, and sometimes they let it slip out. ;)

"The overall head of the Armed Forces"... did what?
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3_14159

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Re: Department of Armaments-Weapon Design Game-First half of First Half of 1938
« Reply #931 on: December 15, 2015, 11:32:20 am »

Also, Pi, it seems that some of the numbering for factories is confused. Where you calling line one line zero or something?
But, but, zero-based arrays!

Okay... (Now also with the corrected factory names and a new system for automated retooling delays)
TURN 12: 1938.0




« Last Edit: December 15, 2015, 11:44:44 am by 3_14159 »
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Aseaheru

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Re: Department of Armaments-Weapon Design Game-Fist Half of 1938
« Reply #932 on: December 15, 2015, 11:54:31 am »

"The overall head of the Armed Forces"... did what?
Slowly and carefully picked their nose.
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3_14159

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Re: Department of Armaments-Weapon Design Game-Fist Half of 1938
« Reply #933 on: December 15, 2015, 01:07:38 pm »

By the way, Asea, are you still planning to write a combat description for this turn?

(And in case you didn't notice, the map link just points to http:///)
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Aseaheru

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Re: Department of Armaments-Weapon Design Game-Fist Half of 1938
« Reply #934 on: December 15, 2015, 02:00:29 pm »

I thought i put it in the first part... The lack of map is due to dropbox being slow to update. Hopefully it will have by the time I get to a comp.
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3_14159

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Re: Department of Armaments-Weapon Design Game-Fist Half of 1938
« Reply #935 on: December 15, 2015, 02:25:48 pm »

I thought i put it in the first part... The lack of map is due to dropbox being slow to update. Hopefully it will have by the time I get to a comp.
You were posting
Quote
On the home front, a blockade of Brazilian held areas has largely prevented enemy reinforcements. Some supplies have been airdropped to local forces Kholmistyy Ostrov, typically at night, and some has also been dropped off by various vessels. However, the lack of ability to land large quantities of troops has hampered our efforts. The Brazilians have also been working on an airstrip on the island, which has worried some of our generals.
I had just assumed this to be a placeholder for some more details. If it isn't, though, I already do have some ideas on what we are to produce and design this turn.
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tryrar

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Re: Department of Armaments-Weapon Design Game-Fist Half of 1938
« Reply #936 on: December 15, 2015, 02:43:22 pm »

Ok, first off some construction proposals:

C.1:Use a labor team to retool both lines of Naval Factory 1(the one producing Shockwaves and coastal defense craft) to both landing craft designs so we can also get some out this turn.

C.2:another 4-line vehicle engine factory making our new SPE-1938 engine. On that note, I'll join the chorus and vote Reliable for it.

C.3 Continue building gun emplacements to protect our factories and shoreline

C.4 Start a refit program for our destroyers to replace the 105mm HiLo main armament with the new 130mm Hammers. Don't be afraid to drop to 4 turrets if we need to to fit them.

And for a design:

Spoiler: MT1938 "Badger" (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.

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-Fist Half of 1938
« Reply #938 on: December 15, 2015, 05:02:54 pm »

Spoiler: MT1938 "Badger" (click to show/hide)
I like it! (Though I'd add that it should prioritize reliability and a simple construction.)

Right now, we had the following other ideas (not yet design proposals): Patrol bomber (Wellington-like), fire control or aerial radar, air-launched rockets, heavy anti-materiel sniper rifle and a firestorm cannon-armed ground support plane variant.
I'd also like to add a new rifle (finally :-) ) and an improvement in the production of our SDE M1933.

Which ones should we go ahead with primarily? I'd definitely want the patrol bomber (our main weakness right now), the aerial radar (for our electronics team), the air-launched rockets (for ground-attack capabilities) and a new rifle. Lastly, improving the SDE M1933 production (or possibly constructing a 100 or 200hp variant with a focus on simplicity and adapting the POAC for this) will help us immensely.

C.5 Expand the aircraft factory and the aircraft engine factory each by two lines.

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 #939 on: December 15, 2015, 05:10:46 pm »

Should be editing the image in about now.
Also, dont forget a hull MG in the tank. Tankers like them.
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3_14159

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Re: Department of Armaments-Weapon Design Game-Fist Half of 1938
« Reply #940 on: December 15, 2015, 05:18:02 pm »

Should be editing the image in about now.

Very nice, thank you! For reference, they own all of the northern part; the red thing are our (war)ships and the black ones their (transport) ships they used to launch that sneak attack, correct?
Quote
Also, dont forget a hull MG in the tank. Tankers like them.
Oh, yes. Also coaxial and commander's MG.
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Maegil

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Re: Department of Armaments-Weapon Design Game-Fist Half of 1938
« Reply #941 on: December 15, 2015, 06:05:04 pm »

Ok, first off some construction proposals:

C.1:Use a labor team to retool both lines of Naval Factory 1(the one producing Shockwaves and coastal defense craft) to both landing craft designs so we can also get some out this turn.

C.2:another 4-line vehicle engine factory making our new SPE-1938 engine. On that note, I'll join the chorus and vote Reliable for it.

C.3 Continue building gun emplacements to protect our factories and shoreline

C.4 Start a refit program for our destroyers to replace the 105mm HiLo main armament with the new 130mm Hammers. Don't be afraid to drop to 4 turrets if we need to to fit them.
I agree to all except the engine. I still have half a mind to send the design team for a vacation in the mines.

Quote
And for a design:
Spoiler: MT1938 "Badger" (click to show/hide)

Here are my thoughts:
- Screw that engine, for that weight we only need at most 600hp. Besides, I still have half a mind to send the design team for a vacation in the mines.
- Instead of VV suspensions, our engineers already have previous experience with the Christie suspension. Also, it's easier to upscale a Christie than a VV, which would reach a weight limit much sooner, at which point your only way would be to make the whole tank higher or changing the entire suspension system.
- At 40º/30º the armor is not angled enough. I think our distinctive POAC shape (which I imagine as actually Panther-shaped) is actually almost perfect - the hull built of easily made flat welded plates, and well angled on the front (the sides needed more armor, more angle, or both). Maybe we should register the shape, and later accuse the Germans of patent infringement. :)

Doing this, we can save on development, streamline production, and still get an outstanding tank.

Now, my own proposal:

I wonder if the engineers can get a hint...
« Last Edit: December 15, 2015, 07:53:05 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...

Funk

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Re: Department of Armaments-Weapon Design Game-Fist Half of 1938
« Reply #942 on: December 15, 2015, 08:01:15 pm »

On the NTM250hpADE "Not The Mines" 250hp Armor Diesel Engine 1938, We should add a supercharger.
Spoiler: NTM250hpADE details (click to show/hide)

I'd also like to add a new rifle (finally :-) )
Well here my rife again.
Did you know that 7.62x39mm was a modification to a 7.62x41mm round to allow the use of steel cored projectiles?
Spoiler: Rapid Carbine MK 1 (click to show/hide)
« Last Edit: December 15, 2015, 08:47:13 pm 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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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 #943 on: December 15, 2015, 08:24:26 pm »

Hmm, I'll give you the Christie suspension, and messing around with that armor calculator has me agreeing with 35mm@60 degrees frontally. But I insist on the engine since it's a design we have NOW, will function just as well in a tank, and the generous horsepower means we can get this up to a fairly high top speed, and/or stack on a lot of shit like applique armor plates or a larger turret with a bigger gun and still have it not have it's mobility impacted too much.

Spoiler: MT1938 Badger ver.2 (click to show/hide)
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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 #944 on: December 15, 2015, 09:02:20 pm »

700hp is way, way too much. I'd say it was simply impossible Even if we could, why retool a line twice because of a failed engine design?

Tank                        hp/t ratio                 Max speed (Km/h)        Off-road(Km/h)
POIT 700                 700/(20+2)=31.8           Meep meep            Eia eia anderle arriba!
T-34                       500/26.5=18.8                   53                          N/A
POIT 350                 350/(20+2)=15.9                 ?                            ?
M4 Sherman             460/30.3=15,1                   48                           24
Beachmaster            250/(16+2)=13.8                 35                          15
Panzer IV                 300/25=12                        40                           16
Matilda II                 190/25=7.6                        26                          14

BTW, I came to the conclusion that something must be wrong with the Beachmaster power train.


@Funk: can you even add a supercharger to a diesel engine? And, what good would it do in a tank?
« Last Edit: December 15, 2015, 09:04:10 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...
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