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Author Topic: Mad Arms Race - Mereth Design Division (Fall 1965 - Final Design Phase)  (Read 82209 times)

Madman198237

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Re: Mad Arms Race - Mereth Design Division (Winter 1964 - Combat Phase)
« Reply #960 on: July 26, 2019, 11:13:32 am »

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Investigation of ICE flow from Production, to Shipment, Arrival, and Use. (3): TricMagic, Flabort, Madman
investigate the PEACE party. (1) m1895
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Chiefwaffles

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Re: Mad Arms Race - Mereth Design Division (Spring 1965 - Design Phase)
« Reply #961 on: September 06, 2019, 08:53:01 am »

Combat Report: Spring 1965

Their orbital bombardment is a worrying development, as is Aratam's new plasma-based weaponry. But we're still doing well, and we're advancing. Even if our lead is growing shaky.


Intrigue
Quote
Over time, it seems more and more ICE disappears. This investigation is meant for us to help out. We need to find out where the ICE is going, and where it has disappeared to. Study the path of it, and Use the RAILSTATION's communication network to keep track of ICE shipments. Indeed, making sure all of the ICE goes where it needs to to keep MAGMA cool is a priority. In the Process, we should see if the reduced amount of ICE is normal, or if someone has been siphoning it. At the least, it will convince our citizens their protection and living conditions matter to us.

ICE must flow. Or something.
We've integrated improved tracking of ICE. Almost all of it is now transported by pipeline between refineries and waypoints and consumers, but we can still track those pipelines. Basic pressure flow sensors with communication tech based off of the RAILSTATION are easy enough to create and install.

And... the ICE goes everywhere. It's the circulatory network of Mereth. Used for just about everything. Countless number of spots show signs of ICE siphoning. Some constant indicating unregistered pipes in place, some only from time-to-time showing siphoning by hand (probably). We've given most of these locations to the appropriate authorities, though how much they'll be able to do is unknown.


There was one particular spot showing massive amounts of diverted ICE. In fact, the pipes leading to this siphoning spot are carrying way more ICE than thought indicating a good degree of planning. The exact pipe that's being siphoned from also changes, in what seems to be intentional obfuscation. Further investigation has revealed the presence of an underground... facility? about 6 km away from MAGMA. Analysis shows that this is where the ICE must end up, but there's nothing we can find on the surface and no known entrance/tunnel to it from MAGMA.
Some have brought up the potential idea of just making a tunnel ourselves following the pipe, but considering the efforts they've gone to keep this secret and how far they were even able to go in this secret thing, we feel that would bring unwanted and unviable attention on ourselves.


Spoiler: Designs (click to show/hide)

The Design Phase of Spring 1965 has begun. You have a new Lunar Region to deploy an Operation on if you wish.
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You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

TricMagic

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Re: Mad Arms Race - Mereth Design Division (Spring 1965 - Design Phase)
« Reply #962 on: September 06, 2019, 09:52:31 am »

Ideas list.


DUC produces a new material that makes use of ICE formulas to create a material that actively pushes heat out of itself. A heat sink of sorts, which can have heat disperse from it. This will not only keep Bears cool, but also prevent their new plasma weapon from working as quickly.

A type of ceramic made with ICE, which in itself will form a cool layer beneath Combat plating, with a section on top of it as well. It does have the disadvantage of adding +1 oil cost to anything that makes use of it though, since it's made with earth and oils.

Needs name.

Ceramic opposing oppressive Lasers, COOL. ?



Mass Space Shipyard & Living Defense Station

The MSS-LDS

Effectively, a huge space station which makes use of this new COOL for heat sinks. This, combined with the Talons and Claws, creates a station that can defend itself from just about anything. Makes extensive use of HOPE and Coldforging to create a sphere that can rest in orbit, allowing the repair and docking/refueling of Firestorms and Spaceknights. The core housing the computers and other systems, as well as living space for everyone, and has extensive atmosphere safeties to prevent holes in the outer hull from affecting the inner core areas. Does require spacesuits to work in the outer areas and docks though. Makes use of Serfs and Haunters.

It is effectively, a giant space station. Likely a National Effort, but it will allow Firestorms to make more use of their Talons if they didn't have to reenter atmosphere. We can even open it up for more international space studies, since the Core Area of the space station is designed for living.
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dgr11897

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Re: Mad Arms Race - Mereth Design Division (Spring 1965 - Design Phase)
« Reply #963 on: September 06, 2019, 10:40:09 am »

MSD 01.
This small craft is designed to secure orbit from Aratam's stations. A small ravenmind based drone designed to be produced and deployed cheaply, equipped with a single small laser turret and an engine large enough to propel it from point A to point B. Rather than being launched from the surface, these drones are brought up in starknights, placed in orbit, then activated once enough drones have been added to that particular formation.
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My Power armor arms race

FallacyofUrist

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Re: Mad Arms Race - Mereth Design Division (Spring 1965 - Design Phase)
« Reply #964 on: September 06, 2019, 01:09:55 pm »

ME-PA-65 "Uber Bear":

After the unfortunate continued success of Aratam's Guardians and SEEM Troopers, we've had to sit down and have a long brainstorming session about that particular problem. So far, our best strategy to deal with those infernal super-troopers is to hurl men at them until they hopefully get exhausted enough to let a bullet or laser hit them. Autonomous robotics seem to confuse whatever magic sense they're using to detect and predict our soldiers, but our current robotics are nowhere near good enough for that purpose. Putting our big brains together, we've managed to figure out a potential solution to this. Machine augmented super soldiers.

This begins with an upgraded Bear Armor suit. As it turns out, we now have more Magmatite and Oil available. Using more Magmatite, we can increase the power and efficiency of the suit's internal pneumatics and mechanisms. More speed, more strength, more agility, longer charge. Part of the increased Oil cost will go towards Chillgel, an internal layer of cooling gel that has a chemical reaction triggered by extreme heat, slowly consuming itself to generate cold. It's a sort of ICE-Electrogel hybrid. The other part of the increased Oil cost will go towards Neurogel, an Electrogel formula designed to mimic human neurons. Every pilot of an Uberbear suit must be equipped with a CAT port in order to interface with the suit.

And what benefits does this interface bring? Well, we've built a computer into the suit. This computer is connected to the person via the Neurogel connection. The computer then learns and adapts to the individual pilots. Learning their quirks, adjusting how the suit handles, optimizing the suit for the individual pilots... but that's merely the passive usage. In what we call Active Mode, the suit can take limited actions by itself. We focused exclusively on aiming, pulling the trigger for whatever weapon the pilot is holding, and limited evasion maneuvers. This puts the soldier's attacks in the control of a machine, which we know SEEMs and Guardians cannot predict.

We predict that this will lead to an overall boost in our infantry's combat potential, especially when it comes to dealing with Aratam's damn psychic troopers and extreme heat. Just one more thing. To celebrate the improved armor, soldiers are issued a ration of our favorite drink, warmed or chilled apple cider(temperature depending on the season).
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NUKE9.13

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Re: Mad Arms Race - Mereth Design Division (Spring 1965 - Design Phase)
« Reply #965 on: September 06, 2019, 02:16:05 pm »

Quote
N-ICE:
"Chemistry doesn't work in Dimension N", they said.
"Is that a challenge?", replied the DUC.

N-ICE is, without a doubt, the strangest substance the DUC has ever made. It is, in fact, so radical, that some of the less insane members of the department questioned whether it was a good idea to mess around with- and these are people who I can assure you regularly juggle bottles of chlorine trifluoride.
We gave them access to all the data we've managed to retrieve from the GATE, and the remains of the various things that we (accidentally) retrieved from Dimension N (eg mangled HAUNTER parts, pork remnants, and volunteer 16 (who they were asked not to experiment on, only observe)). They were allowed to experiment with a GATE, attaching a variety of chemicals to HAUNTERs as they entered, just to see what happened (needless to say, these experiments took place far removed from anything important).
As they worked, they continued to modify their GATE. It exploded several times, but they rebuilt it, each time with new parts the utility of which was not entirely clear. Eventually, they unveiled what they claimed was a (mostly) safe two-way GATE.

The basic principle is thus: a second volunteer is linked to the GATE. Their consciousness, however, remains in R-Space, whilst the first volunteer pilots a HAUNTER into N-Space as usual. At this point, it is possible to link (in the computer system of the GATE) the two minds; this artificial mind-merge creates a N+R-coordinate that forcibly links the region of N-Space around the HAUNTER to the region of R-Space around the GATE. The tear created by the GATE that grants R-Stuff access to N-Space is, at this point, able to grant N-Stuff access to R-Space. This is, of course, totally safe. Nevertheless, just to be extra-super-duper sure that nothing goes wrong, the size of the tear is reduced at this point, with a failsafe added that will close it immediately if anything unusual happens.
It is safe, of course, because there is nothing in N-Space that could enter R-Space that we didn't put there in the first place. 100% definitely not.

Anyway, this allows us to retrieve HAUNTERs once they're done, as when the first volunteer disconnects, the N+R-coordinate will collapse into an R-coordinate, dumping the HAUNTER back into R-Space.
Perhaps more importantly, though, it lets the DUC mess around with a whole new field of chemistry. And the results are, aha, quite 'nice'. By pumping the precursor chemicals of ICE into N-Space, and performing the last step of production therein before pumping the result back into R-Space, the resultant ICE (or N-ICE, as it should now be called) becomes significantly more potent. There are several explanations as to how this works, but the DUC has settled on a fairly simple one:
When the N-ICE is created, it leaves behind a 'shadow' of itself in N-Space, made of N-Stuff. It remains 'linked' to this 'shadow' even when it returns to R-Space. Now, ICE is not particularly intelligent, so this does not grant the N-ICE insane psychic powers like Aratam's madmen. But it can, like Aratam's madmen, interact with Dimension-N without a GATE. This interaction is limited to a single thing: heat transfer. Specifically, one-way heat transfer. A portion of any heat that would be absorbed by the N-ICE is instead transferred to the 'shadow'.
Crucially, there appears to be no practical limit on how much heat can be transferred. Maybe we're filling N-Space with clouds of boiling spectral ICE. A concern for another day. Practically, this means that N-ICE can absorb an awful lot more heat than regular ICE. It can also be STABILised like normal ICE, allowing us to essentially swap out all our regular ICE with N-ICE; drastically reducing usage and/or increasing efficacy.
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10ebbor10

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Re: Mad Arms Race - Mereth Design Division (Spring 1965 - Design Phase)
« Reply #966 on: September 06, 2019, 04:34:10 pm »

Quote
M-ICE:

ICE currently absorbs all heat it is exposed too. This is wasteful, as the vast heat differential between ICE and whatever heat source it is cooling goes entirely unexploited. It also poses great demands on our ICE, as it has to absorb all heat, instead of only waste heat. Magmagel infused ICE, or M-ICE for short, resolves this issue. By mixing a modified, denser version of our traditional ICE solution with a modified magmagel derivative, we can utilize this previously unexploited energy source, while also decreasing our cooling needs.

It works by combining ICE and Magmagel with a patented, secret catalyst. This catalyst takes depleted Magmagel molecules, and folds them around ICE or Stabil-ICE molecules. As heat is added to the system, the ICE molecules destabilize to absorb it and in doing so excert pressure upon the Magmagel, causing it to re-energize.

This process is enormously efficient (someone may have forgotten to turn of the optimization program when they went home for the weekend), such that the process closely approaches the maximum thermodynamic efficiency. Given the extreme cold generated by ICE (which can drop down to the low Kelvins on a molecular scale) the vast majority of the produced heat is successfully turned into electricity. This both provides a viable source of power, and an enduring cooling system.

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TricMagic

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Re: Mad Arms Race - Mereth Design Division (Spring 1965 - Design Phase)
« Reply #967 on: September 06, 2019, 04:52:40 pm »

Idea.
SO-CARP
Solar Oil Carbon Absorption Radiator Plant

SO-CARP. Yeah. So, we need oil. It's one of our primary requirements for ICE. Beyond that, there is great advances we can make if we can gain another source. DUC notes, taken during the investigation, shows we know how oil forms. So we've set them to making oil for us, using that process and a bit of prodding from the Research team itself.

The end result is a plant which can create oil from specific ingredients. Not an actual plant, sadly, though we do use solar panels.

It's a LUNAR Operation. Here is how it works.

  • Areas are dug out, sealed with Nanoseal Concrete on the sides and bottom, and then a Sealed Hothouse built above it. From here, we pump water into the pool, and then start the production of plankton and other such things. These use sunlight to grow more of themselves, as the pool slowly evaporates. The entire space is kept at low pressure, with the excess gas being pulled out.
  • This continues for a while. The Plankton live, and die, sinking to the bottom. As the pool-line slips lower and lower, we add dust to the pool, which preserves the plankton. With temperature checks, this process continues until all the water is gone, and all that's left is mud.
  • From here, the Mud is gathered, and taken to the local plant to be pressurized. The plant uses a cobination of high heat generated through solar power and magmagel, and the native vacuum that exists on the moon. In this manner, the mud is strained, through a controlled hydrogen gas leak, experiencing tremendous pressure sucking it down the many filters. It eventual comes out into the vacuum of space, and then put through additional heat/cold treatments.
  • The end result is a tiny bit of oil, made mostly for free other than solar power. Here is the good part though. The Plant can put a tremendous amount of these pools to work, and multiple Plants can be built. It takes a while, but it is productive, so long as we assign an area to house these pools.

Moreover, this is a civilian project, technically. The oil will go into MAGMA to be turned into ICE for our people. And addition Oil at home means we can use that oil to reduce the cost of our Starknights to merely Expensive. In turn, this will increase our ability to ferry materials to and from the moon. Which in turn means we can then cut off the need to use their Elevator and have our Starknights ferry the very oil which will cheapen all of our war efforts.

It does mean they are going to know about this project, but they still don't have space travel, so we can work on a defense station later.


Ninja. Anyway, here is my proposal for oil.
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Madman198237

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Re: Mad Arms Race - Mereth Design Division (Spring 1965 - Design Phase)
« Reply #968 on: September 06, 2019, 07:40:39 pm »

Quote
ME-PA-65 'Special Power Armor Custom Engineered for Mobility Augmenting and Range Improving Neural Enhancements (SPACEMARINE)'
A huge step forwards in soldier capabilities, SPACEMARINE is a comprehensive upgrade to Bear Armor and to our soldiers themselves. First up, SPACEMARINE suits are sealed against the vacuum of space, and when on Earth outside air is run through the DUC's lowest lab-grade filter, capable of mostly keeping out the average results of DUC lab accidents. We judge them to be more than effective against any NBC airborne contaminants, given what goes on in those laboratories.

Second up is the full integration of CAT control. SPACEMARINE is entirely controlled by an improved CAT interface. Movement of the motors is now controlled entirely by CAT, providing Bear Armor with improved reaction times as well as removing the need for an Electrogel layer to interpret user movements, while the strengthened motors and integrated Magmagel-based batteries propel the user with more strength for the same time on less battery weight, to offset the increased weight of the uprated armor. The CAT system also has another advantage: The system only responds to direct muscle-movement commands and is otherwise basically a series of stationary metal poles, meaning that idle movements, muscle fatigue, and breathing affect aim substantially less than an unaugmented person's movements would; whereas in basic Bear Armor such movements may occasionally trigger a motor response. A WALK-TALK-based radio is also distributed around the helmet for hands-free constant communication and coordination.

Miniaturized cameras of higher quality than the Grizzly's slapped-on assembly provide the user with a visual feed projected onto the armored faceplate, which can be raised if the cameras are disabled...something that seems presently unlikely to happen without also killing the user, given the power of the enemy's weapons and the positioning of the cameras on the sides of the helmet. A CAT tongue-movement-based set of controls allows the user to flip between an infrared view and a regular view, for maximum target-finding capability, as well as controlling the picture's magnification.

The armor's coverage is enhanced to have fewer weak spot where SEEMs or Guardians can easily kill the wearer, and given a relatively thin ceramic scale layer. Ceramics are terrible at transferring heat, even common ceramics, and the DUC worked long and hard to find one that was maximally effective at absorbing heat without transferring it to the underlying COMBAT plating. Projectiles do, of course, tend to shatter straight through through the ceramic, which is not exactly an armor-grade material, but they then impact the COMBAT plating, and their energy is absorbed before being reemitted (Slower than normal, it must be said) through the new gap in the ceramic layer. The entire armor scheme is properly integrated, so that the COMBAT system (with the added ceramic outer face and the inner ceramic being replaced with the new and improved ceramics designed for the outer layer) is attached directly to the exoskeleton and otherwise properly integrated, so that expense of armor can be cut down wherever possible.

A network of STABIL-ICE tubes embedded between the inner ceramic layer of COMBAT plating (the one that keeps the molten metal away from the user, ideally) is filled with the compound, naturally keeping the user at the perfect temperature even in the unpleasantly hot conditions of the desert sun. If the armor should be damaged enough to break into these relatively fragile (compared to COMBAT plating) tubes, the pressurized STABIL-ICE is released into the damaged area, rapidly reacting to cool the plating and prevent damage from the user and minimize the spread of heat through the rest of the user's COMBAT protection. A reservoir and small pump located on the back of the armor maintain pressure.
A Bear Mk 2, but with more focus on survivability and less on computers.

Quote
ME-CSE-65 'Super-Human Occipital and Outer Temporal Technological High Efficiency Modifications (SHOOTTHEM)'
Augmented soldiers are something we've already experimented with. A handful of Immortal units, CAT and its many branches. A more focused project has lead to the creation of a basic set of things that can be applied to a soldier to give them enhanced combat capabilities.

SHOOTTHEM soldiers are equipped with a computer system that has been miniaturized to the size of a very small backpack. This system talks with the enhanced CAT that wraps around the soldiers' heads, tapping muscle controls, vision, and hearing, allowing the user to fully control his computer system, see anything his computer system can see, and hear anything the computer can hear, all from the comfort of his own brain. On its own, the hearing and vision of a computer system are rather unimpressive (Read: nonexistent). However, when plugged into a microphone of some kind and attached to a pair of cameras (one visual, one infrared, both with high magnifications available), suddenly the soldier can see and hear a rather more impressive number of important details.

Overly loud sounds can be filtered out, and if the enemy should ever invent anything that serves as a flashbang, those too can be filtered out, leaving our soldiers constantly aware of what's going on around them without being blinded and deafened by it.

One final step was taken to create SERF-based limbs that can be attached to a soldier's amputated or otherwise-removed limb, plugged into their CAT system, and then controlled by brainpower---soldiers will now not be invalidated by wounds that would otherwise cripple someone for life. These limbs are, like most of our tech, powered by Magmagel, and must occasionally be recharged. But that's hardly a difficult thing to do.

How about starting down the path of being capable of augmenting soldiers with cybernetics?
« Last Edit: September 18, 2019, 04:25:53 pm by Madman198237 »
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NUKE9.13

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Re: Mad Arms Race - Mereth Design Division (Spring 1965 - Design Phase)
« Reply #969 on: September 07, 2019, 04:05:54 am »

As mentioned on Discord, I am pretty adamant that this turn we should design either Bear Armour Mk2 (integrating climate control) or improved ICE- it is going to be summer, and we're going to be fighting in the Desert (if they repeat their use of Hot Weather on the Plains, that will also suck). If our infantry can't deal with the heat, we're going to have a bad time.

The argument was brought up that N-ICE might be detectable by psychics in some fashion. I hadn't considered that, and whilst it is unlikely, it is possible, and would obviously be catastrophic. So I think M-ICE would be a better choice for an enhanced ICE. It would also be easier, of course. In fact, I think we could probably get away with including a minor modification to Bear Armour with the design that uses STABIL-M-ICE to keep the wearer cool.

If we do Bear Armour Mk2, I worry that Uber Bear is over-ambitious with its autonomous targeting computer in a suit of armour- that would entail significant miniaturisation, which I believe we have previously been told would not be that easy.
SPACEMARINE is a fairly simple option, really. It doesn't do anything particularly ground-breaking. But there's something to be said for simplicity, when it comes to a key piece of equipment like this. That said, it doesn't mention climate control, which is crucial, and I'd mention an integrated radio.
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Madman198237

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Re: Mad Arms Race - Mereth Design Division (Spring 1965 - Design Phase)
« Reply #970 on: September 07, 2019, 04:53:05 am »

Yep. There was something I was forgetting. I'll add those shortly.
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TricMagic

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Re: Mad Arms Race - Mereth Design Division (Spring 1965 - Design Phase)
« Reply #971 on: September 07, 2019, 09:13:52 am »

I'll note any amount of ICE being sprayed in the suit will just spontaneously freeze. Maybe use the ICE in a number of places in the suit. When sprayed, it will fill those compartments, reducing the heat in the suit though the attached holes in that compartment space, quickly breaking down since it's such a small amount. Direct application should be avoided.



MSS-LDS-Ares

The Ares. It is, at it's core, a massive space staition in GSO. Expensive to build, expensive to repair, and expensive to keep aloft. Or at least it would be, if the fact it was in GSO didn't help keep it aloft.

This is a National Effort class Infrastructure, the Pride of Mereth, and a Wonder. And there are many parts to go over, so let's go over them one by one.

The Core
The Core. It is both the most important, and the least important. The Core is a huge computer, on par with Oracle itself, made using our recent experiences with computers. However, it's software has yet to be entered in this stage. A simple, if small, sphere. It is the Core of the Aries, and when complete, it will run the entire station. Cooling, heating, air supply, communications, observation and programming, everything. In it's current form, the pieces have yet to be fully assembled. A dedicated team of Starknights hauls it to keep it upon it's trajectory, and the only programs running are orbital observations to the Starknights. The wall of the Core is mostly one piece of metal, coldforged into place, and local HOPE operations are active in one part of it that shall not be covered at this point, but at a later point.

Inner Core Area
With the basic frames and structural support welded into place in The Core, we turn to the Inner Core Area. This is the first part. For now, it's a Full HOPE Operations setup. Living spaces, lights, and a new shell, along with supports to keep this section from collapsing. It's a difficult part, since we need to seal the outside space from the Inner Core Area. Once done, we'll be able to pump in air and begin to fully assemble the Core itself.

Outer Core Area
The Outer Core Area, this is the major step. It's effectively a number of passages and corridors. For now, it's airless, with places to place Zephyrs later on to seal this area, along with BREATH. This is also the point we begin to setup the wiring, as Solaris will need to send the energy it collects to these Core Areas and the Core itself. This area will eventually house work stations and research areas for international purposes.

Dock and Armor Preparations
At this point, we have the inner areas done, with only a few things left to do. From this point, we need to to set up Combat Plating and ICE veins on a wide scale, as well as heat transfer metals to deal with the tremendous heat produced when defending. This layer section is mostly loading and storage areas for food, supplies that aren't immediately needed, and armor. It is imperative the Core areas are never breached. To help with this, bulkheads are placed to seal off punctured areas to prevent too much air from escaping if a hole is somehow made. These can also be theoretically used for defense, as they are thick things, with ICE stored in their center core for one last safety measure. The ICE will react to air or heat, preventing energy weapons from breaking through, and sealing for a time any potential holes in the bulkheads. At least for long enough for additional bulkheads to lower.

The Docks
Now we get to the outer layer. The Docks are an area for spacecraft to land, be repaired, and rest when not in use, as well as be resupplied. There are numerous "towers" whose tunnels allow spacecraft to enter. The rest of the space is a combination of Zephyr and Breath, focused on pressurizing areas, depressurizing them, and having numerous airlocks for pilots to enter the Ares proper.
By this point, work on the Inner Core Areas should be nearing completion, with the other inner layers being pressurized, and the Core approaching completion. We've also got generators in place for now to power the station, though the number of Spacekinghts needed to keep it in position is getting a bit ridiculous.

The Outer Space
The Outer Space. This area is a mess of building and crossways, and is the outer section of the Ares. This is the point DUC has come up with proper glass for seeing outside, the vastness of space itself. This in combination with normal HOPE operations is the place the telescopes and sensing arrays are located. As well as the Talon and Claw anti-spacial defense system, which covers the entire Outer Space. Ceramics are used with metal and Combat Plating to help defend these areas in case of attack, along with ICE in it's pure form. In the vastness of space, the heat that would normally trigger it in the air does not exist, making it a useful way of reducing the effectiveness of energy based weaponry.

Jet Facilities
Located not in The Outer Space, but connected to a layer between it and the docks, the Jet Facilities are used to keep Ares on track in it's orbit, capable of slight manipulations and full force thrusting to move. Special areas are cleared to house these facilities, and a no flight zone is in effect over them. This is enforced by the Laser Anti-Spacial Defense System. They're also key to finally removing the need for Starknights to keep it in GEO orbit, and are built first, before the towers in The Outer Space

HOPE/Core
With this, we can finally install the solar panels, and we have a lot of space to put them on. Full coverage means Ares always has a good supply of power, so it doesn't have to rely on oil generators in normal operations.
Moreover, the CORE is finally completed and brought online. It's got a big job, which is why it takes up so much space. Of course, in space, we have plenty of space to build. It, as stated, oversees everything on the station, makes sure communications and computer systems are working, keeps a check on the power grid, as well as operates the Laser Anti-Spacial Defense System. and calculates flight paths. Perhaps most important though, is the Core can calculate the spin needed. The space station spins through the Jet facilities, creating centrifugal force, an artificial gravity.


Conclusion

The Ares is an ambitious project. It will be able to adjust it's GSO path to remain in GSO, and act as a home above earth, and between the moon. Plans are to open it to the international community, and we'll be making full use of the STC if they will let us.
If not, we will likely need to make pit-stops on the moon to move so much cargo and pieces for this. It's the first real step to a home away from home though. And it will let our Firestorms and Starknights resupply and be repaired. We've even got tower tunnels for larger spaceships, though all tower tunnels have Bulkheads placed along them to prevent air from leaking, kinda like the Panama Channel. This is going to be a large scale project, for certain, but it will give us a huge advantage in space combat, able to observe enemy spacecraft movement and give us a mid point to the moon.

Note, for the duration of this project, we will be using the new lunar area as a staging point for materials and building more complicated parts. Multiple Starkinights will likely be assigned to take them to Ares for installation. This may interfere with new operations placement in the area this turn.
However, the presence of Ares will also increase our region rating, allowing us to begin taking another area this turn. Ares can also use it's observational abilities to see the moon.




Revision- ICE Veins
Metal Technique to allow ICE to flow through for cooling. Combat Plating Application

The Skin of Mereth's soldiers is Blue, and soon our metal shall bleed blue too.

Effectively, having seen ore veins, we've mostly figured out a solution to the whole overheating problem. By placing carbon strands in metal as it is forged, and then cracking those strands with ICE, we can send ICE to flow through them. This way, armor can be reinforced with ICE. When the whole ICE is running through the metal, heat that enters the metal interacts with the ICE, bringing the temperature back down. Such small amounts of ICE means there isn't any huge reaction, since as long as the metal is somewhat cool, it won't trigger. When it is hot, it does. And the number of veins means that when Combat Plating is hit, the ICE negates the heat of the Combat Plating.
Likewise, the enemy's collapsing of Combat Plating won't work as well, since a second of exposure can't cause the plating to heat to collapse. So long as we don't stand there and take it in the same space for three seconds, we will see drastic improvements in survival.
This also has the effect of keeping the solider inside cool, since the metal doesn't heat up to the point it's sweltering, and heat from the inside also causes the metal on that side to cool.
This is mostly a new technique. The veins let ICE be pumped into, and circulate, in the metal layers. So for Combat Plating, it will serve well for our Bears and Grizzlys. For our Starknights and Firestorms, all we will see is less ICE used exiting and reentering orbit, though it does mean increased survival against plasma weapons. The main weakness is the metal is physically weaker due to these veins, so kinetic weapons have an easier time cracking it. Not really an issue when we are facing plasma weapons though, the extra survival time is appreciated.
« Last Edit: September 08, 2019, 04:42:48 pm by TricMagic »
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Madman198237

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Re: Mad Arms Race - Mereth Design Division (Spring 1965 - Design Phase)
« Reply #972 on: September 08, 2019, 08:36:52 pm »

If we want to take out those orbital weapons platforms and possibly get ourselves a higher lunar Region Rating as well as some more STC...

Quote
ME-SCS-65 'Advanced Unmanned Ravenmind Orbiters for Risky Activities (AURORA)'
Based on the HOPE architecture and the Ravenmind computer, AURORA is a class of vehicles and stations in space, which are generally routine, boring, and do not require a person. After all, it doesn't require a person to compute the trajectory necessary to ship cargo from the Moon to a cargo terminal station in low Earth orbit, and it doesn't require a human to calculate the ideal intercept course that will place a killsat on course to shoot down part of Aratam's defensive STOP grid.

AURORA systems come in modular form, bolted together using barebones connectors that, while sturdy, have no panels or other coverings. They are optimized for space use only, save a few that come with enough protection to be used in lunar operations. Modules include fuel tanks with GOFAST RCS nozzles for control, ICE tanks and radiators for temperature control and refueling of other spacecraft (Skyrangers or Firestorms, etc.), battery sets with folding Solaris panels ready for deployment, habitat modules connected to a Zephyr airlock and a BREATH hub, engines, weapons sets, sensor packages for use in surveillance satellites and science missions, bare-bones cargo containers (pressurized and unpressurized), powerful radio communication arrays to send surveillance data to ORACLE-A and survey information back to our scientists from the Moon and even further afield, landing legs for lunar operations, and the center of most AURORA operations: A Ravenmind-based computer, expanded to be a comprehensive human-optional spacecraft piloting system. Capable of taking a cargo shuttle from the lunar surface to LEO to a rendezvous with the cargo terminal station in LEO (where the cargo will be collected by Starknight and shipped to the surface) or a combat craft from a lunar-orbit station to shoot down incoming hostile vessels, this new computer system allows us to not only defend our interests on Earth and the Moon, but to send unmanned exploratory missions to Mars, Venus, and beyond.

AURORA missions are threefold: First, aid in the routine transfer of men and materiel from Earth orbit to the Moon: A series of terminal stations are placed in low lunar and low Earth orbit, containing refueling supplies for Firestorms and combat drones and capable of holding cargo or humans awaiting a drone transfer for LEO to the Moon, or transport from Earth orbit to the ground (via Starknight or Skyranger). Drone "barges" that carry cargo or habitat modules in their skeletal frames, using efficient vacuum-optimized GOFAST rocket engines to travel from LEO terminals to lunar terminals and drone landers that move people and material from the lunar surface to those stations. The lighter weight of these craft compared to craft that must survive reentry improve efficiency and carrying capacity, while also reducing overall costs.

Second, defend our spaceborne interests. Refueling and re-ICE-ing capability as well as drone-based rescue ships grant Firestorms the ability to engage in combat as best they can without worry that one evasive maneuver too far or one shot too many will leave them stranded in orbit until a Starknight comes to collect them. AURORA drones assembled with a TALON, an ICE tank, and some small thrusters pointed in every direction can be used to contest and destroy hostile attempts to control any region of space, without pesky concerns like "needing a heatshield" or "needing to survive the battle and return to their family". Computers don't have family, self-preservation instincts (at least, not if we've coded them properly and avoided accidentally making an AI), or morale problems when they suffer a high attrition rate. This allows them to be used in more...aggressive combat situations than we can reasonably risk with Firestorms. Also, they'll probably be cheaper, and less likely to complain about how much fire they're receiving from the enemy.

Finally, AURORA drones can be assembled, shot into deep space, and then left. Er, we mean sent with our scientific instruments to study space and learn what may be learned from other worlds! This is obviously not a military priority, but hey, we were told the politicians would give us more money if we had a hook like this in there.

Wait, what do you mean this is the interview that's being listened to by the politicians? LIVE!?


Alternatively, spend a full design on the TALON to get it to be a really good weapon. The present TALON is a mere revision, after all.
Quote
ME-GWS-65 'TALON 2'
The TALON has served us well. It's a pretty darned good weapon. However, we can make it better. First off, it needs to not explode when not properly cooled. After that, improved cooling systems allow for more shots without melting the weapon.

The primary focus of this design, however, is not cooling, shot capacity, or power. The primary focus is to reduce the size of the TALON without reducing the effectiveness, to make it small enough to be reasonably employed by Bear Troopers as a shoulder-fired weapon, akin to a rocket launcher, but with a little more flair and a lot more murdering potential. This obviously requires the user be equipped with some Magmagel cartridges that can power the weapon for a single shot, rendering it very much like a rocket launcher when carried by Bear Troopers into combat, firing single powerful shots before being reloaded, and having only a few shots as compared to, say, a Grizzly's weapon.

An alternative squad-level use is mounting it, attached to a GOFAST generator, on a tripod for use as an emplaced anti-anything weapon.

Obviously, the new TALON is mounted everywhere TALONs are used, and due to the new use options, many places where TALONs are not used.
« Last Edit: September 10, 2019, 06:57:44 pm by Madman198237 »
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TricMagic

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Re: Mad Arms Race - Mereth Design Division (Spring 1965 - Design Phase)
« Reply #973 on: September 10, 2019, 03:28:01 pm »

I kinda want to get voting. So..

Quote from: Votebox
Moon Operation Design
SO-CARP: ()

Space Design
MSS-LDS-Ares: (1) TricMagic
ME-SCS-65 AURORA: ()

ICE Designs
M-ICE: ()
N-ICE: ()

Suit Upgrade Design
ME-PA-65 "Uber Bear": ()
ME-PA-65 SPACEMARINE: ()
ME-CSE-65 SHOOTTHEM: ()

Talon Design
ME-GWS-65 'TALON 2': ()

These are the current proposals. I kinda want the space base, since it will give us a base of operations, can defend itself, and has docks making the production of satellites and other spacecraft easy. It's a superbase, and like their own NE Carrier, this will give us an advantage when it comes to orbital combat, as well as lunar combat. It would be possible to produce a spaceship that is far more capable thanks to not needing it to be able to leave earth first.

Then there is the Aurora, which is for shooting down the relatively unarmed STOPs. This is also a pretty good option. They themselves may be vulnerable to any Aratam Spacefighters they build though. They'd also have an upper cost determining how many we can build.


I won't speak for the rest.

SO-CARP is a Lunar operation for using Greenhouses to grow algae,


I won't say the rest, but SO-CARP is meant to produce Oil on the moon by making use of greenhouses to glow algae and turn it into oil. The lack of atmosphere, combined with the space we will have, should allow us to creatively produce it cheaply. The vacuum itself is used in the process of turning it to oil, and with Solaris Panels powering the process, it should work.

Feel free to poke holes in it, though getting another oil would prove very useful. Starknights become expensive, Blizzards are 1 Ore shy of being cheap, Drop Bear variants end up cheap, Warthogs(Claw) become cheap.

I still like Ares more than this though. And Ares can technically travel to Mars... Or produce ships that can travel there.
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Madman198237

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Re: Mad Arms Race - Mereth Design Division (Spring 1965 - Design Phase)
« Reply #974 on: September 10, 2019, 03:54:30 pm »

These are the current proposals. I kinda want the space base, since it will give us a base of operations, can defend itself, and has docks making the production of satellites and other spacecraft easy. It's a superbase, and like their own NE Carrier, this will give us an advantage when it comes to orbital combat, as well as lunar combat. It would be possible to produce a spaceship that is far more capable thanks to not needing it to be able to leave earth first.

A *lunar* base would be able to, potentially, produce spacecraft without needing to start on Earth, but Ares still needs to acquire materials from somewhere in order to do so, somewhere that's probably going to be Earth. In which case, it makes a lot more sense to make the spacecraft on Earth and just assemble it in space, which does not need a massive space station.


Then there is the Aurora, which is for shooting down the relatively unarmed STOPs. This is also a pretty good option. They themselves may be vulnerable to any Aratam Spacefighters they build though. They'd also have an upper cost determining how many we can build.

For shooting STOPs and anything else Aratam puts in space, as well as providing a space transport option and massively increasing the number of people we have and can support in space.


I won't say the rest, but SO-CARP is meant to produce Oil on the moon by making use of greenhouses to glow algae and turn it into oil. The lack of atmosphere, combined with the space we will have, should allow us to creatively produce it cheaply. The vacuum itself is used in the process of turning it to oil, and with Solaris Panels powering the process, it should work.

Feel free to poke holes in it, though getting another oil would prove very useful. Starknights become expensive, Blizzards are 1 Ore shy of being cheap, Drop Bear variants end up cheap, Warthogs(Claw) become cheap.

I still like Ares more than this though. And Ares can technically travel to Mars... Or produce ships that can travel there.

Producing oil in the conventional way requires a whole heck of a lot of time, heat, and most of all pressure, none of which you're going to be generating on the Moon. However, it would certainly be possible to have the DUC devise some form of GOFAST that can be produced via a hydroponics-grown plant, so maybe take that angle rather than "we make crude oil on the Moon using space magic". Though it'd still be much more efficient to place such a planet on Earth's surface, where it doesn't occasionally have to contend with 14-day-long nights like you do on the Moon.


Anyway, I think that improved ICE is probably the way to go, sadly. M-ICE makes a lot of sense though we're going to have to be careful about increasing cost requirements in Magmagel, though a revised lunar Operation to extract more from the Moon shouldn't be too hard. Or, y'know, even Hard.

I would love to do Aurora....but it's probably not going to be necessary. And I'd love to do SPACEMARINE or SHOOTTHEM because I still want to advance our basic soldiers' capabilities....but it's not as necessary as being really darned good in the Desert, and an ICE improvement improves literally everything we use bar nothing as far as I'm aware....though I'm not sure if Bear Armor have a native cooling system right now?

Anyway, for now I'll vote MICE.

Quote from: Votebox
Moon Operation Design
SO-CARP: ()

Space Design
MSS-LDS-Ares: (1) TricMagic
ME-SCS-65 AURORA: ()

ICE Designs
M-ICE: (1) Madman
N-ICE: ()

Suit Upgrade Design
ME-PA-65 "Uber Bear": ()
ME-PA-65 SPACEMARINE: ()
ME-CSE-65 SHOOTTHEM: ()

Talon Design
ME-GWS-65 'TALON 2': ()
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