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Author Topic: Outpost: Outcast [Heart of Sky]  (Read 37826 times)

10ebbor10

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Re: Outpost: Outcast [Dusk]
« Reply #555 on: February 18, 2016, 05:26:38 pm »

Quote
The atmosphere of the planet is denser then expected at 0.513 atm estimated at the surface.  Major components are Nitrogen 75% Carbon Dioxide 21% Argon 2% and Helium 1%.  Detectable trace gases include Hydrogen, Methane, Carbon Monoxide and Sulfur Dioxide.  The planet has an active hydrosphere despite liquid water only taking up 32% of the surface, large areas have active rainfall, lakes and rivers. 

So well, obviously the Carbon dioxide levels are lethal. In addition, our astronauts would need to prebreathe for a few hours to get nitrogen out of their blood before leaving the base. Long term, 50% atm at 40% oxygen is safe-ish.

http://www.hq.nasa.gov/pao/History/conghand/fig15d3.gif
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Amperzand

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Re: Outpost: Outcast [Dusk]
« Reply #556 on: February 18, 2016, 05:33:51 pm »

The issue with upping oxygen concentration is that fire risk goes way up, and anything that burns, burns harder.
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Muh FG--OOC Thread
Quote from: smirk
Quote from: Shadowlord
Is there a word that combines comedy with tragedy and farce?
Heiterverzweiflung. Not a legit German word so much as something a friend and I made up in German class once. "Carefree despair". When life is so fucked that you can't stop laughing.
http://www.collinsdictionary.com

tryrar

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Re: Outpost: Outcast [Dusk]
« Reply #557 on: February 18, 2016, 05:40:35 pm »

The issue with upping oxygen concentration is that fire risk goes way up, and anything that burns, burns harder.

Heh, yeah that's gonna be the tradeoff for doing all this is fires are gonna be worse. But, it is an option we should consider at least, even if the end we decide it would be better to not go with lower pressure and simply design less bulky and more purpose built pressure suits.
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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.

Aseaheru

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Re: Outpost: Outcast [Dusk]
« Reply #558 on: February 18, 2016, 05:41:35 pm »

 Note to self, develop seed bombs of plants that can survive out there and craft for dropping them without human input.
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Amperzand

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Re: Outpost: Outcast [Dusk]
« Reply #559 on: February 18, 2016, 05:43:28 pm »

We could build cheap IRBMs and load them with seed packets. Drop plants over half the world.
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Muh FG--OOC Thread
Quote from: smirk
Quote from: Shadowlord
Is there a word that combines comedy with tragedy and farce?
Heiterverzweiflung. Not a legit German word so much as something a friend and I made up in German class once. "Carefree despair". When life is so fucked that you can't stop laughing.
http://www.collinsdictionary.com

10ebbor10

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Re: Outpost: Outcast [Dusk]
« Reply #560 on: February 18, 2016, 05:47:08 pm »

The issue with upping oxygen concentration is that fire risk goes way up, and anything that burns, burns harder.
Not that much.

We're decreasing pressure at the same time, resulting in the same partial oxygen pressure. As such, the chemical reaction is at the same speed.

What is a problem is that there's less air to take heat away from the burning object. As such, objects will reach higher temperatures faster.

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tryrar

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Re: Outpost: Outcast [Dusk]
« Reply #561 on: February 18, 2016, 06:04:25 pm »

So bottom line:better survival suits or dropping base pressure so we can get away with sealed facemasks, which approach would be better?
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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.

Amperzand

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Re: Outpost: Outcast [Dusk]
« Reply #562 on: February 18, 2016, 06:07:09 pm »

I would say the base pressure option, but the purple spot issue suggests there may be alien biologicals present, suggesting that maintaining at least some level of bio security is valuable.
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Muh FG--OOC Thread
Quote from: smirk
Quote from: Shadowlord
Is there a word that combines comedy with tragedy and farce?
Heiterverzweiflung. Not a legit German word so much as something a friend and I made up in German class once. "Carefree despair". When life is so fucked that you can't stop laughing.
http://www.collinsdictionary.com

tryrar

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Re: Outpost: Outcast [Dusk]
« Reply #563 on: February 21, 2016, 04:52:23 pm »

poke
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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.

Aseaheru

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Re: Outpost: Outcast [Dusk]
« Reply #564 on: February 21, 2016, 05:05:15 pm »

I would go with better survival suits and terraforming.
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10ebbor10

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Re: Outpost: Outcast [Dusk]
« Reply #565 on: February 21, 2016, 06:10:30 pm »

By it's very nature, terraforming will take a long time.
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Amperzand

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Re: Outpost: Outcast [Dusk]
« Reply #566 on: February 21, 2016, 06:26:47 pm »

A very, very long time. Especially without stable orbital infrastructure. While we'll definitely want to consider terraforming in our actions, I'd say getting infrastructure is absolute priority, because with a strong industrial base, we can do almost anything.
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Muh FG--OOC Thread
Quote from: smirk
Quote from: Shadowlord
Is there a word that combines comedy with tragedy and farce?
Heiterverzweiflung. Not a legit German word so much as something a friend and I made up in German class once. "Carefree despair". When life is so fucked that you can't stop laughing.
http://www.collinsdictionary.com

Aseaheru

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Re: Outpost: Outcast [Dusk]
« Reply #567 on: February 21, 2016, 08:45:53 pm »

 Yes, we are going to need some space things. And enviromental suits can be used elsewhere if we design them right.
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tryrar

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Re: Outpost: Outcast [Dusk]
« Reply #568 on: February 24, 2016, 06:05:44 am »

repoke
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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.

VoidSlayer

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Re: Outpost: Outcast [Dusk]
« Reply #569 on: February 25, 2016, 01:31:32 am »

Spoiler: Unassigned Slots (click to show/hide)


Speaking of the Bradbury, was it only the cargo module that got build or did the survey packages and the crew transport packages get built also?

All three were completed, the basic survey package just lets you explore at no penalty.  Currently the vehicle is half cargo half transport and being used instead of hoofing it through the sandstorm.

Turn 16 - June 2111

* Large Habitat Dome (56+30+10+10+20+20) 300/325

* Chemical Plant  (34+10+10) 139/150

Manufacturing gets under way in earnest on the vital structures needed to evacuate the ship.  While the crew is anxious about the state of the awakening crew they none the less keep up morale.  There are no major arguments, although this may represent those with disagreements just keeping out of each other's way at this point.

The parts are done but the colony computer makes it clear that with the current scheduling they will not be completed without some extra effort.  A drastic plan is pulled up by the machine to get them both completed by the end of the month, but the long hours and inhuman scheduling seem like they could be quite stressful.

Morale success presents a choice to complete both projects now.  See decisions for next turn.

* Transportation Solutions 61+20 Good Progress

* Medium/large Cement Plant Design
76+20+10 Completed


The light atmosphere, near Earth gravity and lack of oxygen present some serious issues for aviation.  Modern jets are in many ways animals evolved for breathing in a rich atmosphere like Earth's, relying on the natural resources created by photosynthetic organisms.  While real rockets might have an easier time launching into orbit, atmospheric flight will be a difficult challenge which may need to be tackled by future generations.  Several small hot air balloons are proposed after the colony computer rejects almost any ideas for fixed or rotary aircraft.

The colony computer pulls out several short and long range vehicles as unsuitable without road construction.  The existing Bradbury is brought up as a really good short term solution although a few alterations may help it perform in the stormy conditions present on the planet.

Rail, particularly underground, is brought up as optimal for long and short range mass transport.  A light rail system for moving goods and people around the base is under design, with modular cars similar to the MRV for a multi role system.  Long range trains will also very likely need to be underground thanks to the sand storms seen so far.

Lastly, a series of boat designs are brought up by the computer.  These range from light motorized craft to heavy cargo transports and even a few low tech sail rigged versions.  The creation of fiberglass and other light and sturdy hull materials could allow a thriving water transport system if new base locations were to be built along the shore instead of inland.  The bases might be isolated from each other for long periods of time, but it is altogether fitting that those who have traveled on ships so far between stars might return to the ocean.

Final plans are being drawn up, although what the focus should be is a critical decision for the council.

The cement plant is finally finished with two competing designs presented.  Both are adaptations and combinations of the chemical plant and mineral processing facility into a single adaptable cement maker.  Many different types of materials could be made here, from cement to mortar to basic plasters.

The primary difference is scale.  A medium automated facility could be built using the existing chemical plant controlling computer.  This would take up one of the four slots but would cut down on space and labor, although estimates are that it could only support one project at a time.

The larger version is just that and would need a new, dedicated expert system as well as intelligent oversight.  The scale up for such a facility though is amazing on paper, able to support four projects and work on a more massive scale.

Transportation Solutions at +20 ongoing, focus needed for additional designs.

Medium and Large Cement Plant designs done.


* Waking up 10 crew 60+40 Success

The wake up procedure is not without complications, but careful monitoring catches several minor issues before they become life threatening.  The new crew are sore, physically weak and malnourished but alive and should recover in less then a week.  A small party is held to celebrate the success and make the awoken crew feel welcome.

+10 crew, well 9 really given your leader choice.

* 3 large CC domes Inner Ring 39+10+10 125/125 Digging Completed

Work on the CC domes is completed with the pits and connecting caves dug out and awaiting construction.  The digging machines keep working through the rest of the month keeping the area clear of sand and mud slides that are becoming more frequent as rain and even faster winds join the flying sand.



The sand storm and subtropical storm systems start to die down this month, but at the same time mix, turning the recently deposited sand into a wet mess.  Lightning is observed arcing above the ship and the higher wind speeds cause the coarse particulates to begin blasting the exposed metal at high speeds with effects similar to a power sander.

Storm changes, same mechanical effects for now even if the causes are slightly different.

Weather satellite estimates the storm will be over in one to three months.




Medium Cement Plant 150 work needs advanced parts 5 MW
    -Can make cement and other plasters from needed materials, right now greenish sand, atmosphere, water and clay materials can be used.
    -Can support one large or huge project or several smaller ones
    -Uses Chemical Plant slot for controlling computer.

Large Cement Plant 375 work needs advanced parts, needs Factory 10 MW
     -Can make cement and other plasters from needed materials, right now the greenish sand, atmosphere, water and clay materials are used.
    -Can support four large or huge projects or several smaller ones or a single massive project
    - 1 manpower

Massive projects are anything larger then Huge, typically taking up the surface or multiple huge domes.  The earth moving dams would be an example.



Turn 17 decisions needed

Inhuman scheduling: Would you like to push the crew to complete one or both projects on turn 16?
        A. Keep to normal scheduled shifts.
        B. Extra work to complete one project. (choose which)  Moral roll at -10.
        C. Extra work to complete both projects.  Moral roll at -30.

Transportation Focus:
  You will get one prototype design for each of air, land, sea and rail.  Which extra area would you like to focus for more options?
        A. Aircraft
        B. Land Vehicles
        C. Watercraft
        D. Rail
        E. Space?
        F. Specific design.  Sky is the limit, provided you can convince me its actually possible and within your means.

Go ahead and talk over the decisions I will have actions needed up soon with a full update.
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