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Author Topic: Design Engineers of The Republic (Weapon Design Game)-GAME DEAD  (Read 62121 times)

somemildmanneredidiot

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Re: Design Engineers of The Republic (Weapon Design Game)-THE UPDATE! IT EXISTS!
« Reply #660 on: September 03, 2016, 11:40:45 am »

I seem to have misremembered the situation or it occurred in more than one thread, but The Glorious Design Bureau had a fairly massive round at roughly 15x120mm. The enemy used to have 50 tankettes with 8mm armor. Emphasis on that used to.

On the subject of cartridge ranges, do we know what the ceiling on our artillery is? If my memory is correct, when used in an indirect fire role, our Ratios have a range of 9.8km which means that they should be able to hit 6.93km at least. Hypothetically they might be able to use their direct fire range of 10km as a measure of how high up they can fire, meaning that at a 45 degree angle they can hit a target 7.07km up in the air from 7.07km away.

On project priority I'm thinking something like:
Finish Land Vehicles (Mule, Landshark)

More Factories/Assembly Line Retooling/Dry Docks

Radio Revision (Possibly Start RADAR?)/Starting Up Planes (including related engine)/Indirect Fire Artillery/New Rifle

Mortar Shell Revision/Munition Building/Torpedo Boat/Gyroscope/Torpedo Revision/Munition Modernization Project/Trench Broom Revision

Rockets

?? ?? ??

Also with infrastructure developments included as needed. I'm thinking that we'll want an advanced parts factory and an advanced electronics factory fairly soon.
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"As to why you'd want to [throw your sword in combat] at all? The answer is pretty simple: There's someone you want to stab, but they're all the way over there, and walking is for peasants." - Starke of How To Fight Write

Aseaheru

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Re: Design Engineers of The Republic (Weapon Design Game)-THE UPDATE! IT EXISTS!
« Reply #661 on: September 03, 2016, 01:17:22 pm »

 Turn has yet to begin cranking.
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somemildmanneredidiot

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Re: Design Engineers of The Republic (Weapon Design Game)-THE UPDATE! IT EXISTS!
« Reply #662 on: September 03, 2016, 01:24:11 pm »

Got it.

Voting?

Spoiler: Production Change Vote (click to show/hide)
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"As to why you'd want to [throw your sword in combat] at all? The answer is pretty simple: There's someone you want to stab, but they're all the way over there, and walking is for peasants." - Starke of How To Fight Write

Wolfhunter107

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Re: Design Engineers of The Republic (Weapon Design Game)-THE UPDATE! IT EXISTS!
« Reply #663 on: September 03, 2016, 02:17:14 pm »



Spoiler: Production Change Vote (click to show/hide)
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3_14159

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Re: Design Engineers of The Republic (Weapon Design Game)-THE UPDATE! IT EXISTS!
« Reply #664 on: September 03, 2016, 02:34:51 pm »

I seem to have misremembered the situation or it occurred in more than one thread, but The Glorious Design Bureau had a fairly massive round at roughly 15x120mm. The enemy used to have 50 tankettes with 8mm armor. Emphasis on that used to.
Ah, the memories... :-)

Quote
On project priority I'm thinking something like:
Finish Land Vehicles (Mule, Landshark)

More Factories/Assembly Line Retooling/Dry Docks

Radio Revision (Possibly Start RADAR?)/Starting Up Planes (including related engine)/Indirect Fire Artillery/New Rifle

Mortar Shell Revision/Munition Building/Torpedo Boat/Gyroscope/Torpedo Revision/Munition Modernization Project/Trench Broom Revision

Rockets

?? ?? ??

Also with infrastructure developments included as needed. I'm thinking that we'll want an advanced parts factory and an advanced electronics factory fairly soon.
Mostly agreed; I don't think we'll be able to start radar for a few years yet, and I'd give the radio revision a slightly lower priority. In addition, we should probably also build an experimental airfield next turn; while possible we don't want to fly our planes from the streets.

Seeing as we now have a few votes, that's be what you're voting for:


By the way, another though occurred to me: We could, next turn, either design a plane using our 55hp engine (which would only serve as a prototype craft for the next series) or using two 55hp engines (which might actually be useful). In addition, developing a higher-powered engine should be useful - our first stopgap might actually be to combine two of our engines. They're small, light and flexible; two would be 110hp, the same as the Nieuport 17's engine.
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somemildmanneredidiot

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Re: Design Engineers of The Republic (Weapon Design Game)-THE UPDATE! IT EXISTS!
« Reply #665 on: September 03, 2016, 03:27:46 pm »

Quote from: 3_14159
For strategic bombardment, a radio navigation system would be useful (and for carrier location for landing after a strike). On the other hand, that's at least another thirty years away, just like any miniaturizable guidance system for rockets.

On the topic of guidance and advancing tech, one thing that I've been waiting until we've had 50 trained engineers to propose is a fire control system, and using that to branch into the computer era. We'd most likely need to start with a difference engine and then after some refinements either aim for an Analytical Engine (which seems like it was possible, just lacking in focused development and politics) or a Mechanical Computer (which is more like a calculator if I understand it correctly). The director seems like it's a specialized mechanical computer possibly hooked up to an optics system, the latter we've been meaning to develop anyway.

This would require a Special Project level of priority  (which is to say, low ranked and willing to be dropped the moment we need those engineers for anything else) but the increased rate of accurate artillery fire and airplane applications may be worth it. The idea of setting history on a bit of a different course and being on the list of first developments of something is also a motivating factor on my end.

Quote
Mostly agreed; I don't think we'll be able to start radar for a few years yet, and I'd give the radio revision a slightly lower priority. In addition, we should probably also build an experimental airfield next turn; while possible we don't want to fly our planes from the streets.

Makes sense. Radar isn't a necessary thing at the moment and about the only thing I can think of it being helpful with at the moment is naval detection, but the Swordfish are crowded enough as it is.

Presuming that we decide to commit all of our design actions next turn on developing an airplane, I'm thinking we can focus on three things, the wind tunnel/Aerodynamics Testing Facility (with attached airfield), a 130HP plane engine, and the frame for the airplane. Putting specific design focus on a frame, rather than trying to design a plane around our 55HP or getting two 55s to work together, should provide some decent quality results, especially with wind tunnel to test in. Then once we have the engine and the facility, we can work on putting it all together. For armament, I'm thinking two front facing HMGs would be a good start.

If we do plan on pursuing combining our engines together in a Power Ranger like fashion, I think setting aside something like 8 engineers (the 2 goods and 6 basics unless we happen upon an engine specialist) to work on the project with additional instructions to try streamlining the process once successful and then working on 4 engine and 8 engine combinations (220~ and 440~ respectively) time allowing. Getting a 400+HP engine for 20+pp would be a rather nuts.
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"As to why you'd want to [throw your sword in combat] at all? The answer is pretty simple: There's someone you want to stab, but they're all the way over there, and walking is for peasants." - Starke of How To Fight Write

Aseaheru

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Re: Design Engineers of The Republic (Weapon Design Game)-THE UPDATE! IT EXISTS!
« Reply #666 on: September 03, 2016, 04:15:23 pm »

 Mechanical computers typically worked the same way as modern ones, just with a far greater amount of space.
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Amperzand

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Re: Design Engineers of The Republic (Weapon Design Game)-THE UPDATE! IT EXISTS!
« Reply #667 on: September 03, 2016, 04:53:31 pm »

Honestly, if we're making an intermediate-cartridge self-loader, we might as well replace "Make submachine gun better" with "Make practical full auto service rifle".
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somemildmanneredidiot

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Re: Design Engineers of The Republic (Weapon Design Game)-THE UPDATE! IT EXISTS!
« Reply #668 on: September 03, 2016, 05:23:53 pm »

Mechanical computers typically worked the same way as modern ones, just with a far greater amount of space.

So the Analytical Engine just shows that the technology isn't beyond us, it just needs to be developed. Doing radio progression alongside it might lead to wireless connections of some quality possibly.

Honestly, if we're making an intermediate-cartridge self-loader, we might as well replace "Make submachine gun better" with "Make practical full auto service rifle".

On one hand, I feel like that would make it a fair amount more expensive. On the other hand, we do sort of have most of the possible prerequisites to make it, and as long as the cost is less than 2pp a pop while having accuracy down range, it's cheaper than building 1 RR and 1 Trench Broom a soldier.
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"As to why you'd want to [throw your sword in combat] at all? The answer is pretty simple: There's someone you want to stab, but they're all the way over there, and walking is for peasants." - Starke of How To Fight Write

Amperzand

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Re: Design Engineers of The Republic (Weapon Design Game)-THE UPDATE! IT EXISTS!
« Reply #669 on: September 03, 2016, 07:05:31 pm »

Short of specialists with say, an AT gun and a PDW, I don't think two primary weapons to a man is a good idea at all. :V
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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

Wolfhunter107

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Re: Design Engineers of The Republic (Weapon Design Game)-THE UPDATE! IT EXISTS!
« Reply #670 on: September 03, 2016, 07:36:17 pm »

The thing about the Trench Broom is that it's a lot lighter and handier than a rifle, which is extremely useful when in trench fighting. It may be cheaper to just make one rifle, but I'm not sure that it'll be better.
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Amperzand

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Re: Design Engineers of The Republic (Weapon Design Game)-THE UPDATE! IT EXISTS!
« Reply #671 on: September 03, 2016, 09:41:04 pm »

Indeed.
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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

somemildmanneredidiot

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Re: Design Engineers of The Republic (Weapon Design Game)-THE UPDATE! IT EXISTS!
« Reply #672 on: September 04, 2016, 02:18:10 am »

Short of specialists with say, an AT gun and a PDW, I don't think two primary weapons to a man is a good idea at all. :V
The thing about the Trench Broom is that it's a lot lighter and handier than a rifle, which is extremely useful when in trench fighting. It may be cheaper to just make one rifle, but I'm not sure that it'll be better.

True. The idea is that if it's possible to make a weapons system that can do the job of both while being less expensive than one of each, then why not? Very unlikely, but it could hypothetically work.

The two primary weapons was an idea about logistics. As most of our soldiers in trenches will have use for both the Trench Broom and the RR, having one of each to be provided with as needed would be useful in the field and was a good measure of eventual equipment goals to compare the select fire against.
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"As to why you'd want to [throw your sword in combat] at all? The answer is pretty simple: There's someone you want to stab, but they're all the way over there, and walking is for peasants." - Starke of How To Fight Write

Amperzand

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Re: Design Engineers of The Republic (Weapon Design Game)-THE UPDATE! IT EXISTS!
« Reply #673 on: September 04, 2016, 03:29:15 am »

My thought was that having dudes carry around two main guns and their ammo around at the same time is going to get debilitatingly heavy, actually.
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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

3_14159

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Re: Design Engineers of The Republic (Weapon Design Game)-THE UPDATE! IT EXISTS!
« Reply #674 on: September 04, 2016, 04:09:11 am »

On the topic of guidance and advancing tech, one thing that I've been waiting until we've had 50 trained engineers to propose is a fire control system, and using that to branch into the computer era. We'd most likely need to start with a difference engine and then after some refinements either aim for an Analytical Engine (which seems like it was possible, just lacking in focused development and politics) or a Mechanical Computer (which is more like a calculator if I understand it correctly). The director seems like it's a specialized mechanical computer possibly hooked up to an optics system, the latter we've been meaning to develop anyway.
I agree that it would be useful; however probably only for destroyers and larger ships. Our Swordfish should be sufficiently close to aim directly; it also has only one main gun. In addition, the requirement of early directors of the ship keeping a steady course makes dodging difficult, which means a dead Swordfish.
By the way, we're looking at not exactly the analytical engine, but a purpose-built mechanical computer. An example would be the british Destroyer Director.

Quote
Presuming that we decide to commit all of our design actions next turn on developing an airplane, I'm thinking we can focus on three things, the wind tunnel/Aerodynamics Testing Facility (with attached airfield), a 130HP plane engine, and the frame for the airplane. Putting specific design focus on a frame, rather than trying to design a plane around our 55HP or getting two 55s to work together, should provide some decent quality results, especially with wind tunnel to test in. Then once we have the engine and the facility, we can work on putting it all together. For armament, I'm thinking two front facing HMGs would be a good start.
I'd rather not use all of our design actions; we probably need some for the rifle and a bigger artillery piece. This probably means only building the aerodynamics facility and the engine. Let's see.

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Getting a 400+HP engine for 20+pp would be a rather nuts.
Let me drool over that for a bit.

My thought was that having dudes carry around two main guns and their ammo around at the same time is going to get debilitatingly heavy, actually.
I quite agree. From my point of view, the revolving rifle is a specialist gun, which carries a role comparable to a designated marksman. A usual squad would then probably consist of one LMG (to be designed later on), one RR, and ten riflemen.
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