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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 104110 times)

coleslaw35

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Re: Department of Armaments-Weapon Design Game-First Half of End Of 1938
« Reply #1020 on: January 12, 2016, 05:16:48 pm »

What's the range of our new carbine?

Quote
Most of our soldiers who tested the weapon worry about lack of damage, particularly at close range.

Why do the carbine testers worry about this?

For the Albatross votes, I'm torn between More Turrets and the Radardome. I don't see how a turret with a 45mm cannon in it would be of much use in a bomber. It'd be much too slow to turn and reload to be much good against other planes and even if it weren't meant for planes it'd still be difficult to hit ground targets with it.

I'm glad to see we've got that better engine as well as the small increase in SDEM1933.

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Maegil

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Re: Department of Armaments-Weapon Design Game-First Half of End Of 1938
« Reply #1021 on: January 12, 2016, 05:42:11 pm »

For the Albatross votes, I'm torn between More Turrets and the Radardome. I don't see how a turret with a 45mm cannon in it would be of much use in a bomber. It'd be much too slow to turn and reload to be much good against other planes and even if it weren't meant for planes it'd still be difficult to hit ground targets with it.
+1

BTW, Asea, you say that the POIT has a few niggles, but the testing comments spoiler is empty.
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Aseaheru

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Re: Department of Armaments-Weapon Design Game-First Half of End Of 1938
« Reply #1022 on: January 12, 2016, 10:24:55 pm »

 Yep. Thats because I hadent finished that part yet.

 Carbine has a range of roughly the same as 7.62x54R, but can be rather inaccurate at that range.

 Carbine testers worry about potential lack of damage at point-blank range because carbine testers are soldiers who may be using it at close range against, say, that guy with a gun who wants to shoot them.
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coleslaw35

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Re: Department of Armaments-Weapon Design Game-First Half of End Of 1938
« Reply #1023 on: January 12, 2016, 11:47:36 pm »

Carbine testers are soldiers who may be using it at close range against, say, that guy with a gun who wants to shoot them.

I mean, yeah, but are they basing it off anything other than that? Are they just being a bit paranoid? The .220 Swift round should be good enough.
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Aseaheru

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Re: Department of Armaments-Weapon Design Game-First Half of End Of 1938
« Reply #1024 on: January 12, 2016, 11:49:42 pm »

They are mostly being a bit paranoid, but remember that this is a 5.56 round that has alot of energy behind it. At close range, chances are that it wont loose enough energy in the human body to do much damage than poke a tiny little hole through them and out the other side. Course, the person that may be behind them would probably then have a nasty time.
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Funk

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Re: Department of Armaments-Weapon Design Game-First Half of End Of 1938
« Reply #1025 on: January 13, 2016, 09:14:09 am »

Carbine has a range of roughly the same as 7.62x54R, but can be rather inaccurate at that range.

Carbine testers worry about potential lack of damage at point-blank range because carbine testers are soldiers who may be using it at close range against, say, that guy with a gun who wants to shoot them.
Point out that it lets them shoot the guy again much faster than the old bolt-action Mosin–Nagant then
mutters some stuff about bullet fragmentation and hydrostatic shock from the new ultra velocity bullets.

(In RL fast bullets often break up at close range causeing all sorts of nasty wounds, it's at longe range when is lost some of the energy that you get little holes.)

As for the lack of windage adjustments, i don't think we need them, such fine ajustments are more likey to be wrongly adjusted or damaged than to actually be set right.
Not haveing to build all the small parts will make the rifle less expensive.

Our new Carbine is not going to replace the Nagant as a marksman 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.

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3_14159

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Re: Department of Armaments-Weapon Design Game-First Half of End Of 1938
« Reply #1026 on: January 14, 2016, 10:15:05 am »

So, now that I'm FREEEEEEEEEEEEEEEEEEEEEEEEEEEE...

Some first comments:
- The tank: While it definitely looks better than before, I was surprised that it's amphibious - did we actually want that? Other than that, waiting for the test comments.
- The engine: Quite nice. I believe we'll still continue to use SDEM1933s for several purposes (like logistics) since they are quite a bit easier to fuel.
- The rifle: Pretty much exactly what I wanted. I would've preferred less maintenance, but can't have everything.
- Albatross: Extremely nice. At least seven hours of endurance (probably more since cruise speed << max speed) at full load --- and about twice the speed of the Baklan.
- Rocket: Also nice. We just need to build a mount for it. Damn.
- Cavity Magnetron: Just what we wanted.
- SDE M1933 production: Just 10% is less than I'd have liked, but every bit helps.
- Coastal cannon: Looks very nice. It's also extremely expensive to build. Hm.

For the Albatross vote:
- Dorsal heavy cannon turret: Would maybe be nice for a raiding design, but would be mounted on the wrong side of the aircraft.
- Additional Turrets: Not a fan of too many gun turrets (slows the plane down).
-Radardome: Hell yes. Airborne warning.
- Folding wings: For a later aircraft carrier, maybe? Though the plane's pretty heavy for that.

Definitely: Radardome.

Point out that it lets them shoot the guy again much faster than the old bolt-action Mosin–Nagant
Exactly. I rather prefer five holes in an enemy than one bigger hole. We'll probably shift production completely.
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Funk

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Re: Department of Armaments-Weapon Design Game-First Half of End Of 1938
« Reply #1027 on: January 27, 2016, 03:49:12 am »


Spoiler: Fort plan (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.

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StrawBarrel

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Re: Department of Armaments-Weapon Design Game-First Half of End Of 1938
« Reply #1028 on: January 27, 2016, 02:02:44 pm »

I forgot to vote for the Albatross Patrol Bomber's trait: Radardome.
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coleslaw35

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Re: Department of Armaments-Weapon Design Game-First Half of End Of 1938
« Reply #1029 on: January 27, 2016, 04:30:12 pm »


Spoiler: Fort plan (click to show/hide)

Even if we built only one of these, it seems like it would be a really long term project that would hold up one or more of our teams for a while.
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Maegil

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Re: Department of Armaments-Weapon Design Game-First Half of End Of 1938
« Reply #1030 on: January 27, 2016, 04:48:40 pm »

That kind of fort might work as an office building, but it's already completely outdated in terms of defensive structures. We'd do better with concrete-reinforced trenches and tunnels connecting a network of artillery pits, turrets, pillboxes, blockhouses and bunkers, so any near miss would be harmless.







Navarone Gibraltar- or Iwo Jima- type rat maze mountains would also be nice, if our geography permits.
« Last Edit: January 28, 2016, 07:08:20 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-First Half of End Of 1938
« Reply #1031 on: January 28, 2016, 08:57:23 am »

In light of the need to build multiple forts lets scrap the hole fort idea, and go with a line of defences.

Heavy bunkers should have 240 or 130mm cannons in battle ship style turrets with small subterranean below bunkers to store the ammo in.

Shelters, Pillbox's and the like should be made from a range of precast concrete parts that can be slotted together.

A vital part of any defences is a protective aircraft shelter to keep some aircraft safe, ideally we dig in to a mountain and build a entire air base inside.
But a quick cement arch or  in the field a steel frame covered with sand bags is more likely.

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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

Aseaheru

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Re: Department of Armaments-Weapon Design Game-First Half of End Of 1938
« Reply #1032 on: February 03, 2016, 06:30:43 pm »

 As a note, I had the remainder of the update 90% done, went to do something else, and ended up with a BSOD.
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Funk

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Re: Department of Armaments-Weapon Design Game-First Half of End Of 1938
« Reply #1033 on: February 04, 2016, 11:34:33 am »

Get a form recovery app, there really good at stopping that sort of thing from happening.
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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-First Half of End Of 1938
« Reply #1034 on: February 04, 2016, 11:54:16 am »

It might not help for this time, but here's a bit of advice: when writing longer stuff, I normally use Open Office. It autosaves, I can close it and do something else while inspiration doesn't come, and there are spellchecking plugins to keep the text reasonably typo-free until the final revision.
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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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