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Author Topic: Design Engineers of The Republic (Weapon Design Game)-GAME DEAD  (Read 62209 times)

milo christiansen

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Re: Design Engineers of The Republic (Weapon Design Game)(Start 806)
« Reply #150 on: June 18, 2016, 10:46:46 am »

Mortars... How could I forget mortars?!

Combine a good mortar with a good field gun and artillery will be covered!

The only real benefits rockets have over mortars is their ability to launch in massive salvos (to flatten something in a hurry), a longer range (although more range == larger rocket, so that's debatable), and less time between firing and impact (usually, but not always). None of these benefits outweigh mortar's higher accuracy and greater flexibility (since propellant and shell are generally separate components in a mortar it is easier to swap warhead type on the fly).

Propellant and shell are separate components? Yes. Being able to vary the amount of propellant used for each shot is an important part of aiming a mortar, this is why propellant for mortars is generally bagged in thin tubes or pressed into horseshoe shaped disks. This way the propellant may be wrapped around a rod extending from the bottom of the shell to make a single unit for firing (this rod holds the primer for firing the shell).

If you already knew all that then yay you! :P

BTW: This game is really cool, to bad my 'net access is so erratic...
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Aseaheru

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Re: Design Engineers of The Republic (Weapon Design Game)(Start 806)
« Reply #151 on: June 18, 2016, 03:57:10 pm »

I don't think it'd be as easy as fitting an electric motor to the cannon.
Funfact, this is more or less how the US developed Gatling guns. After banging their heads on the question of how to get a higher rate of fire one engineer hauled a civil-war era blackpowder Gatling gun out of storage, shoved a motor where the crank handle went, and off they went.
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3_14159

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Re: Design Engineers of The Republic (Weapon Design Game)(Start 806)
« Reply #152 on: June 19, 2016, 08:26:30 am »

Mortars... How could I forget mortars?!

Combine a good mortar with a good field gun and artillery will be covered!
Almost, yep.

Quote
The only real benefits rockets have over mortars is their ability to launch in massive salvos (to flatten something in a hurry), a longer range (although more range == larger rocket, so that's debatable), and less time between firing and impact (usually, but not always). None of these benefits outweigh mortar's higher accuracy and greater flexibility (since propellant and shell are generally separate components in a mortar it is easier to swap warhead type on the fly).
Well, I'd actually compare dumbfire rockets (the most iconic example being the many variants of the Katyusha) with field guns. In that comparison, tube artillery provides a higher sustained firing rate, less supply issues, and higher accuracy. Rocket artillery, on the other hand, is easier to set up (take a truck, add rockets), can saturate an area quickly, and has a higher initial firing rate - which is quite important since most casualties of an artillery bombardment happen during the first few shots when most people aren't in cover.

Quote
Propellant and shell are separate components? Yes. Being able to vary the amount of propellant used for each shot is an important part of aiming a mortar, this is why propellant for mortars is generally bagged in thin tubes or pressed into horseshoe shaped disks. This way the propellant may be wrapped around a rod extending from the bottom of the shell to make a single unit for firing (this rod holds the primer for firing the shell).
For a large-calibre mortar (and large-calibre field-gun), separate projectiles and  bagged propellants are definitely the way to go. Infantry-portable mortars still profit from the ability to add more charge, but since they should be easy and fast to use, usually have a configuration already including some propellant.

Quote
BTW: This game is really cool, to bad my 'net access is so erratic...
Join nonetheless! It's fun, and you seem very knowledgeable.

Funfact, this is more or less how the US developed Gatling guns. After banging their heads on the question of how to get a higher rate of fire one engineer hauled a civil-war era blackpowder Gatling gun out of storage, shoved a motor where the crank handle went, and off they went.
Yup. On the other hand, that's pretty much overengineering for us - the gigantic RoF of Gatling guns are useful whenever you have only a short amount of time to engage (think planes or helicopters). We need a suppression weapon.

By the way, Aseaheru, what do you currently need from us? Votes?
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Aseaheru

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Re: Design Engineers of The Republic (Weapon Design Game)(Start 806)
« Reply #153 on: June 19, 2016, 10:40:19 am »

 Designs and votes all in once place.
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3_14159

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Re: Design Engineers of The Republic (Weapon Design Game)(Start 806)
« Reply #154 on: June 19, 2016, 04:10:43 pm »

Designs and votes all in once place.
Right. Just noticed we never talked about the HMG variant, so here it is:

This follows shoulderboulder's proposal for the M1 AUTO machine gun, but expanded and adapted to our current round. My inspiration is a lighter (due to using a lighter round) M2 Browning.

Quote
M1 Auto Heavy Machine Gun

The M1 Auto HMG is an air-cooled, closed-bolt heavy machine gun. It uses our 10x60mm round from belts, with a rate of fire of about 500 rounds per minute.
In the infantry support role, it is mounted on a tripod and usually operated by a team of six men (one shoots, one reloads, one carries the tripod, three people carry and fetch ammunition and provide security). It can also be mounted on ships, for example on the Swordfish's Light Revolving Cannon mounts.

Projects:
1: Finish 75mm field cannon "Ratio"
2.1: Light Machine Gun 06/LMG06
2.2: The M1 HMG above.
3: Continuing last turn's uniform project, the M2 Battleweave
4: Clear the Harbour
5: Artillery factory

Also, what this turn reminded me of: If our engineers for the Ratio field cannon have free time, they are also to design an illumination round.


Production Plan Pi (includes VoidSlayer's pistol proposal):
    - 1x 300PP for Pattern 803 Jupiter Automatic Pistol (600/turn)
    - 3x 300PP and 575PP for the Revolving Rifle (2,458/turn)
    - Dockyard: Swordfish (>1/turn)

I'm going to vote for 1, 2.2 and 5 (field cannon, H1 HMG, and the artillery factory) and to implement the production plan above.

Spoiler: votes (click to show/hide)
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Aseaheru

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Re: Design Engineers of The Republic (Weapon Design Game)(Start 806)
« Reply #155 on: June 19, 2016, 04:37:35 pm »

 The M2 battle weave needs to be split up. The cloth, basic clothing and the messkit are fine together, but the loadbearing gear and the helmet need to be separate projects.

 Also, weapons using new ammunition are projects separate from their new ammunition.
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3_14159

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Re: Design Engineers of The Republic (Weapon Design Game)(Start 806)
« Reply #156 on: June 19, 2016, 04:43:46 pm »

The M2 battle weave needs to be split up. The cloth, basic clothing and the messkit are fine together, but the loadbearing gear and the helmet need to be separate projects.
Ah, good to know.

 
Quote
Also, weapons using new ammunition are projects separate from their new ammunition.
Does that also apply to the field gun?

Updated:

Projects:
P1: Finish 75mm field cannon "Ratio"
P2.1: Light Machine Gun 06/LMG06. Requires Project P6.
P2.2: The M1 HMG above.
P3: Continuing last turn's uniform and mess kit project, the M2 Battleweave (part 1)
P4: Clear the Harbour
P5: Artillery factory
P6: 6.5x50mm round
P7: M2 Battle Weave part II, helmet and LBE.

Production Plan Pi (includes VoidSlayer's pistol proposal):
    - 1x 300PP for Pattern 803 Jupiter Automatic Pistol (600/turn)
    - 3x 300PP and 575PP for the Revolving Rifle (2,458/turn)
    - Dockyard: Swordfish (>1/turn)

Spoiler: votes (click to show/hide)
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Aseaheru

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Re: Design Engineers of The Republic (Weapon Design Game)(Start 806)
« Reply #157 on: June 19, 2016, 04:48:39 pm »

 Yes, it does. it also applies to rockets and their launchers, torpedoes and their tubes, depth charges and any throwers developed for them(although they can also just be chucked off of a ship), etc. etc.

 Course, it could be worse. I could have had the torpedo boat be atleast five designs, what with the two turret types, the engine, the ship itself...
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Wolfhunter107

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Re: Design Engineers of The Republic (Weapon Design Game)(Start 806)
« Reply #158 on: June 19, 2016, 09:04:17 pm »

Spoiler: votes (click to show/hide)
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3_14159

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Re: Design Engineers of The Republic (Weapon Design Game)(Start 806)
« Reply #159 on: June 20, 2016, 04:43:49 am »

Yes, it does. it also applies to rockets and their launchers, torpedoes and their tubes, depth charges and any throwers developed for them(although they can also just be chucked off of a ship), etc. etc.

 Course, it could be worse. I could have had the torpedo boat be atleast five designs, what with the two turret types, the engine, the ship itself...
That is very good to know.
I actually planned the Swordfish with open mounts for pretty much exactly that reason.

That being said, am I correct in that the following are all singular components that have to be designed separately?

Weapons
- Weapon
- Ammunition

Vehicles
- Chassis
- Engine
- Weapons
- (Armoured Turrets)

Ships
- Hull
- Engine
- Weapons
- Armoured Turrets

Planes
- Hull
- Engine
- Weapons

I'm assuming that mounting the (unarmoured, already-designed) weaponry on a ship like this is simple, while an armoured turret mount like this has to be designed.
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Funk

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Re: Design Engineers of The Republic (Weapon Design Game)(Start 806)
« Reply #160 on: June 20, 2016, 10:50:50 am »

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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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Aseaheru

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Re: Design Engineers of The Republic (Weapon Design Game)(Start 806)
« Reply #161 on: June 20, 2016, 11:42:02 am »

 Naval engines may not require design depending on engine used, as do all turrets. Otherwise, yes, everything listed there needs to be designed on their own.
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3_14159

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Re: Design Engineers of The Republic (Weapon Design Game)(Start 806)
« Reply #162 on: June 20, 2016, 04:05:07 pm »

Naval engines may not require design depending on engine used, as do all turrets. Otherwise, yes, everything listed there needs to be designed on their own.
In practice, which engines will require an extra design? Everything not steam-boiler?

Also, do we need to construct weaponry etc for vehicles?
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Aseaheru

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Re: Design Engineers of The Republic (Weapon Design Game)(Start 806)
« Reply #163 on: June 20, 2016, 06:40:17 pm »

Yes and yes.
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VoidSlayer

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Re: Design Engineers of The Republic (Weapon Design Game)(Start 806)
« Reply #164 on: June 20, 2016, 08:32:27 pm »

Vote for production plan Pi.

Vote for P1 P2.2 P5 and P6
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