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Author Topic: Refit and Repair, Nemorland, Spring, 1890, Production & Deployment Phase.  (Read 22052 times)

Vostok

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Re: Refit and Repair, Nemorland, Pregame Turn 1, Revision & Refit Phase.
« Reply #90 on: July 26, 2019, 05:44:53 pm »

Eh, Madman makes a good point, and in any case I need to know when to compromise.
Quote from: 3 Dice available
Technologies/Projects (3 Dice)
(0) Public Education System :
() Blackbutt Torpedo :
(1) Warrent Officer Corps : Kashyyk
() Harvey Armour :
(2) Advanced Naval training Schools : TricMagic, AseaHeru
() Polygonal Fort, Type A :
(2) INTS : Madman, Vostok

Ships (4 Dice)
() Freedom-class Protected Light Cruiser :
() Aegis-class Coast Defence Ship :

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Aseaheru

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Re: Refit and Repair, Nemorland, Pregame Turn 1, Revision & Refit Phase.
« Reply #91 on: July 26, 2019, 06:51:04 pm »

 Everything Madman says I agree with, except that we need to start from the bottom and work up. I am of the view that we should work from the middle, work in both directions, and then work from the bottom and top to meet it.

 Which is why I made ANTS to start with instead of Bootcamp on crack, speed, and other drugs of choice. We can, of course, add the horribly drugged bootcamp to ANTS to supplement/replace middiehell and bootcamp+++, and I personally want to.
« Last Edit: July 26, 2019, 06:52:47 pm by Aseaheru »
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TricMagic

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Re: Refit and Repair, Nemorland, Pregame Turn 1, Revision & Refit Phase.
« Reply #92 on: July 26, 2019, 06:51:57 pm »

We also have no ships that currently need testing.
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Vostok

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Re: Refit and Repair, Nemorland, Pregame Turn 1, Revision & Refit Phase.
« Reply #93 on: July 26, 2019, 07:19:40 pm »

Not now, no. But we *will* more or less the second we actually leave the pregame turns.
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Jilladilla

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Re: Refit and Repair, Nemorland, Pregame Turn 1, Revision & Refit Phase.
« Reply #94 on: July 28, 2019, 07:35:08 pm »

Quote from: 3 Dice available
Technologies/Projects (3 Dice)
(0) Public Education System :
() Blackbutt Torpedo :
(1) Warrent Officer Corps : Kashyyk
() Harvey Armour :
(2) Advanced Naval training Schools : TricMagic, AseaHeru
() Polygonal Fort, Type A :
(3) INTS : Madman, Vostok, Jilladilla

Ships (4 Dice)
() Freedom-class Protected Light Cruiser :
() Aegis-class Coast Defence Ship :

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Shadowclaw777

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Re: Refit and Repair, Nemorland, Pregame Turn 1, Revision & Refit Phase.
« Reply #95 on: July 28, 2019, 07:36:37 pm »

Quote from: 3 Dice available
Technologies/Projects (3 Dice)
(0) Public Education System :
() Blackbutt Torpedo :
(1) Warrent Officer Corps : Kashyyk
() Harvey Armour :
(2) Advanced Naval training Schools : TricMagic, AseaHeru
() Polygonal Fort, Type A :
(4) INTS : Madman, Vostok, Jilladilla, SC777

Ships (4 Dice)
() Freedom-class Protected Light Cruiser :
() Aegis-class Coast Defence Ship :

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TricMagic

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Re: Refit and Repair, Nemorland, Pregame Turn 1, Revision & Refit Phase.
« Reply #96 on: July 28, 2019, 07:57:42 pm »

I still say we have no ships.
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Madman198237

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Re: Refit and Repair, Nemorland, Pregame Turn 1, Revision & Refit Phase.
« Reply #97 on: July 28, 2019, 08:07:04 pm »

I still say we have no ships.

Having no modern warships =/= to not having any outdated warships around, and outdated warships is all INTS asks for. Also, ***we're a major naval power***, thus we do in fact have ships, it's just that this is the pregame and we're designing "legacy" equipment that we already have. When the pregame ends, we will be asked to tell PJ what our navy looks like before the war starts. We have ships, even if the naval spoiler is empty at the moment.
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Kashyyk

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Re: Refit and Repair, Nemorland, Pregame Turn 1, Revision & Refit Phase.
« Reply #98 on: July 29, 2019, 04:59:08 am »

Quote from: 3 Dice available
Technologies/Projects (3 Dice)
(0) Public Education System :
() Blackbutt Torpedo :
(0) Warrent Officer Corps :
() Harvey Armour :
(2) Advanced Naval training Schools : TricMagic, AseaHeru
() Polygonal Fort, Type A :
(5) INTS : Madman, Vostok, Jilladilla, SC777, Kashyyk

Ships (4 Dice)
() Freedom-class Protected Light Cruiser :
() Aegis-class Coast Defence Ship :

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Wozzy

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Re: Refit and Repair, Nemorland, Pregame Turn 1, Revision & Refit Phase.
« Reply #99 on: July 29, 2019, 05:18:08 am »

Quote from: 3 Dice available
Technologies/Projects (3 Dice)
(0) Public Education System :
() Blackbutt Torpedo :
(0) Warrent Officer Corps :
() Harvey Armour :
(2) Advanced Naval training Schools : TricMagic, AseaHeru
() Polygonal Fort, Type A :
(6) INTS : Madman, Vostok, Jilladilla, SC777, Kashyyk, Wozzy

Ships (4 Dice)
() Freedom-class Protected Light Cruiser :
() Aegis-class Coast Defence Ship :

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piratejoe

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Re: Refit and Repair, Nemorland, Pregame Turn 1, Revision & Refit Phase.
« Reply #100 on: July 30, 2019, 06:52:20 am »

Intensive Nautical Training School
Our crews tend to be a little substandard due to poor education or some such. In order to correct that, we will be revamping the naval training course. After basic training as it presently happens, we'll be putting seamen trainees into a new, more hands-on and interesting run of training programs:

First up, are the training drydocks. These won't be normal repair drydocks, instead just being a controlled area that can be flooded or drained as necessary with the ability to set a ship in it, generally a hulk or decommissioned vessel. These are used for training damage control---holes can be knocked in the hull while the vessel is in the drydock, such that if a damage-control team fails the dock can be emptied without risk of actually losing the ship or its crew, since it's very easy to evacuate a handful of small teams if the only water intake is due to a handful of small leaks---or to just access and seal the leaks from outside the ship instead. Some drills are run with the entire crew on these ships, testing their ability to respond quickly and appropriately to reports of damage in their sector or other sectors, or abandon ship in a controlled and rapid fashion.

Next is the firing range, a dock where another decommissioned ship is found at-anchor, equipped with modern weapons of various calibers. This dock is placed such that it can fire broadsides on targets towed around the nearby ocean by a monitor-style heavily armored but unarmed tug adapted from our outdated ironclad vessels (I'm presuming we have had monitors of some description in the recent past, as they are basically the gold standard for "we want a navy but don't want/don't need/can't build an oceangoing navy"). A long chain is used for towing to keep the monitor away from likely impact points, and the shells are practice ammunition without explosives, detonators, or heavy armor-piercing caps, which burst into a spray of paint or dye on impact. This dock can also be used for engine training---engine crews can work on this ship to learn how to run the engines and propellers, as the ships we expect to use are still seaworthy even if too outdated to fight.

In this way, the crews can be trained for almost everything that they might face at sea, using otherwise nearly worthless vessels and providing a good way to dispose of our most outdated ships --- some can be used as targets, a couple as armored tugs, and more recent vessels to be used as a training platforms for new crews. Crews will thus be shipped out to sea already prepared for basic operations, and thus will take a reduced time to train up to advanced operations of their ships.

Second, the proving grounds. New ships will have a crew that has gone through the training schools, but needs training on a moving platform in rough weather, performing damage control, repairs, and gunnery practice against a moving target on a moving vessel. Luckily, new ships *also* need this time at sea near a friendly port in order to locate any problems with the ship and iron out those issues before going into combat, as well as giving time for engineers to finish the work on the vessel so it's truly combat-ready. Final training is thus intended to take place during shakedown cruises.

To make it extra obvious, this is meant as a training system for new members of the navy. The sort of people that fill a new ship's crew and fall under the direction of transferred or promoted experienced seamen from other crews and whatnot.
Effectiveness: 1 | Cost: 3 | Bugs: 2

The Intensive Nautical Training School is...well a bit too intensive, at least in the way it was implemented. Now, while it was being created there was some arguments by some politicians who want to meddle in the affairs of the navy, as well as a few admirals, that the INTS is needless as just putting the crew on a normal ship and having them working up there is good enough. Then, we actually told them what INTS could do and what the program was like in detail so they'd get off our back and let us do our work.

This was a mistake.

While the admirals accepted this, especially with the knowledge that the crews would have better damage control training, the politicians didn't. They proceeded to meddle further with our affairs and decided to make INTS from a good simulated training exercise for different people at different times and locations into what could best be described as the closest thing to combat without it being a war game while also being the furthest from reason in some cases, like the mess staff cooking while everyone else is doing their thing. The gunnery, damage control, and every other position in current edition have been forced to do their training at the same time as everyone else. And obviously, this causes major problems should the damage control teams fail and makes it difficult for instructors to actually calmly instruct the crew while everything else is simultaneously running at the same time.

Of course, we didn't like that and wanted to fix that, but thanks to these meddling politicians, they threatened to cut funding. Naturally, this was an empty threat especially with our nation requiring a grand navy, but their condemnation is likely more damning than their threats. Luckily, there is a way out of this, and that's simply get respected politicians on our side to tell these morons not to meddle in affairs they don't know about, and luckily an ex admiral in a governor position has our side, we might need to do a little more before we can make changes without political shenanigans getting in our way.

On the bright side, its likely to not be too costly, just a bit more than if the old ships we are using were working up or just running, as the repairs need to be done are fairly minor, unless something goes particularly wrong. Additionally, we have a request from the monitor crew's to armor them up a bit more as a few stray shells have been found to be able to punch through the armor, likely due to the fact we are using really old ships as the tugs. Though its not as major as the politicians, who know about as much as the navy as a hermit who never got an education and lived their entire live in the middle of the alps does, getting in the way.



It is now the Design Phase of Pre game Turn 2. You have 6 dice remaining to spend on Revisions or Save for the next turn.

Spoiler: Projects (click to show/hide)

Spoiler: Technology (click to show/hide)

Spoiler: Ship Classes (click to show/hide)

Spoiler: Ships (click to show/hide)

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Madman198237

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Re: Refit and Repair, Nemorland, Pregame Turn 1, Design Phase.
« Reply #101 on: July 30, 2019, 10:00:00 am »

Quote
Enhanced Survivability Ship Construction Methods
Nemorlandian ships have always specialized in being durable. Our ships survive much more damage than any other ships. Our engineering department has drawn up a standardized method of laying out the internal structure of a ship, so that the hull and structural pieces of the ship is reinforced so that damage to then will not begin twisting the hull or otherwise spreading damage through the frame of the ship. Our ships will be subdivided by bulkheads and watertight doors so that flooding will not spread far enough to capsize or sink the ship until multiple compartments have completely filled with water. Sections that don't normally need to be travelled between don't even have armored doors connecting them---the after turrets' barbettes don't need to have access to engineering, for instance. This reduces the number of weakpoints in the bulkheads and reduces the possibility of human error rendering the scheme nonsensical (leaving a door open). Integrated into this new method of ship construction is a powerful pumping system capable of clearing enough water to make repairs or continued operations feasible even with multiple holes in each section. Integrated into the layout of the ship are rooms where there are wall panels that can be removed to give access to firefighting, pumping, and medical equipment, so that damage control teams are never far from the things they need to keep the ship afloat.

Magazines in this standard layout are covered in devices to ensure the safety of the crew: The bridge, gun crew, magazine handlers, and a damage-control station just outside the turret's barbette all have the ability to flood the magazines remotely in case of damage that threatens to start a fire or explosion, while the hoists are fitted with flash-proof doors that are mechanically synced to the hoist to open as a shell is hoisted up. Doors are likewise flash-proof, designed to resist the force of a flash fire that consumes the entire propellant complement of a given magazine if at all possible.

Armor is mounted inside of an external hull---this hull is composed of non-armor-grade metal merely meant to give the ship a hydrodynamic outer shell. The armor belts of any ship provided with a substantial belt is recessed, meeting the outer hull at the top of the deck and inclined from the vertical so that the armor plate will tend to deflect shells down to the water's surface, away from the vital components of the ship. This arrangement is pretty much only for armored cruisers and larger vessels with substantial armored belts, smaller ones don't have enough armor to warrant the additional construction work.

This engineering work will make it effortless to apply all of these useful traits to any warship we need them in, while giving us great experience in making exceedingly durable ships that are hard to disable.
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Kashyyk

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Re: Refit and Repair, Nemorland, Pregame Turn 1, Revision & Refit Phase.
« Reply #102 on: July 30, 2019, 01:32:26 pm »

Quote from: 6 Dice available
Technologies/Projects (3 Dice)
() Public Education System :
(1) Blackfoot Torpedo : Kashyyk
() Warrent Officer Corps :
() Harvey Armour :
() Advanced Naval training Schools :
() Polygonal Fort, Type A :
(1) Enhanced Survivability Ship Construction Methods: Kashyyk

Ships (4 Dice)
() Freedom-class Protected Light Cruiser :
() Aegis-class Coast Defence Ship :

How many?
(1) Two technologies: Kashyyk
() One technology:
() One ship:
() No designs:
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Aseaheru

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Re: Refit and Repair, Nemorland, Pregame Turn 2, Design Phase.
« Reply #103 on: July 30, 2019, 05:31:37 pm »

Quote from: 6"/45 QF M1890
With our rearmament comes a noted requirement for a new weapon. This has been answered by our engineers in the form of this 7-ton, six inch bore, 22 foot long artillery piece developed for near universal service in our navy.
 The gun is rifled, with the shells using copper "wedding rings" to engage the rifling. Construction is of the wire-wound type. Loading is done in two parts (shell and standard brass case, loaded with Ballistite) through a horizontal sliding wedge which, on firing, automatically opens and ejects the empty case. Recoil is moderated via the gun's Hydraulic recoil mechanism taking the form of a pair of oil pistons located on each side of the barrel.
 Five types of separately fused shells(the fuses consisting of timed and delayed contact; and are mounted on the base of the shell) are developed for the gun and are listed as follows; "Star"(phosphorus parachute flare), "Smoke"(White phosphorus bursting), "Shrapnel", "Capped-Common" and "Capped-Armored". All explosive shells utilize a mixture of picric acid and Ballistite as their bursting charge. The caps referred to by the common and armored shells are thin, aerodynamic tin shells that "cap" the forged steel body of the shell in an effort to reduce the likelihood of the shell shattering against modern armors.
 The gun is designed to have a range of some 10 miles at 25 degrees of elevation.



 The gun is designed for use in two mountings, both based on the same basic setup. In each case the gun is mounted on an electronically powered turntable designed to move to a specific heading, along with a similar system for controlling elevation. Fine controls are via geared hand crank.
 The first, and main, mounting consists of a angular turret on said turntable, open at the rear, built of inch thick steel plates welded together, with integrated optical gunsight for the gunner. The turret is sunk about 3" into the deck and is ringed by a 9" high barbette. No access to belowdecks is present in this mount and provisions are made for storing some five shells and two propellant charges in the turret.
 The second type of mounting is of of the Disappearing gun type for use in shipboard gun pits or in land fortifications. In this mount, a small periscope is mounted on the wall of the gun pit and the gun is designed to lower on firing, with energy stored by the motion to raise it again. Otherwise, this mount is totally unarmored. Any more details of this mounts use must by necessity be included only in design documents for the project using them.

So, points here. Picric acid since better stuff aint there yet or is overly unstable. Ballistite because thats what most navies use and its commercially available(and everyone wants smokeless). Wire wound because safety, horizontal sliding wedge for speed, 7ton because hoping for slimmer(its a bit of a worse-case number), 10miles because thats about right for the type, 6" because we want something universal, shell types because utility, and no details on mounts or aiming because thats for the ship or fort, not the gun.
Hydraulic recoil mechanism because Vostok asked for it and I could not find any evidence of it not existing by 1890-odd.
Edited, die to demands fer turret. Which I think is counterproductive in a design document for the gun, but ahwell.
« Last Edit: August 01, 2019, 11:09:28 pm by Aseaheru »
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Vostok

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Re: Refit and Repair, Nemorland, Pregame Turn 1, Revision & Refit Phase.
« Reply #104 on: July 31, 2019, 12:05:33 am »

Quote from: 6 Dice available
Technologies/Projects (3 Dice)
() Public Education System :
(1) Blackfoot Torpedo : Kashyyk
() Warrent Officer Corps :
() Harvey Armour :
() Advanced Naval training Schools :
() Polygonal Fort, Type A :
(2) Enhanced Survivability Ship Construction Methods: Kashyyk, Vostok
(1) 6”/45 QF M1890 Vostok
Ships (4 Dice)
() Freedom-class Protected Light Cruiser :
() Aegis-class Coast Defence Ship :

How many?
(2) Two technologies: Kashyyk, Vostok
() One technology:
() One ship:
() No designs:
« Last Edit: July 31, 2019, 12:08:14 am by Vostok »
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