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Author Topic: Refit and Repair 2. Veenland, Spring, 1896, Revision&Refit Phase.  (Read 18218 times)

ConscriptFive

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Re: Refit and Repair 2. Veenland, 3rd Pregame Design Phase.
« Reply #75 on: March 07, 2021, 06:08:57 pm »

Quote from: vote
Design
Central Range Finding Station(1):Khang
Mikken Fire Control System (3): NUKE9.13, AseaHeru, ConscriptFive

Revsion
School Financing(2): Khang, AseaHeru

dice
4 dice(3):Khang, AseaHeru, ConscriptFive
3 dice(1): NUKE9.13

Maxim_inc

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Re: Refit and Repair 2. Veenland, 3rd Pregame Design Phase.
« Reply #76 on: March 07, 2021, 10:17:52 pm »

Quote from: vote
Design
Central Range Finding Station(1):Khang
Mikken Fire Control System (4): NUKE9.13, AseaHeru, ConscriptFive, Maxim

Revsion
School Financing(2): Khang, AseaHeru

dice
4 dice(3):Khang, AseaHeru, ConscriptFive
3 dice(2): NUKE9.13, Maxim
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ConscriptFive

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Re: Refit and Repair 2. Veenland, 3rd Pregame Design Phase.
« Reply #77 on: March 08, 2021, 12:09:04 am »


Quote from: vote
Design
Central Range Finding Station(1):Khang
Mikken Fire Control System (4): NUKE9.13, AseaHeru, ConscriptFive, Maxim

Revsion
School Financing(2): Khang, AseaHeru

dice
4 dice(2):Khang, AseaHeru
3 dice(3): NUKE9.13, Maxim, ConscriptFive

piratejoe

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Re: Refit and Repair 2. Veenland, 3rd Pregame Design Phase.
« Reply #78 on: March 22, 2021, 01:51:51 am »

Pregame Design Phase of Turn 3:
Quote
Mikken Fire Control System
Jan Mikken, for which the Mikken Fire Control System is named, is a visionary in the field of naval gunnery. He added speaking tubes and telegraph wiring to his ship, allowing him to receive rangefinding information from the mast, calculate a firing solution, and then coordinate his ship's main guns so that they all fired at once. Now, admittedly, he was the captain of a fishing boat, so this wasn't super relevant, but we liked the idea anyway.

The MFCS uses coincidence rangefinders (mounted as high on a ship as possible), the operators of which transmit (by either electrical wiring (telegraph-esque) or speaking tubes, depending on the size and layout of the vessel) their data to the fire control hub. There, with the aid of a plotting chart, a maths wiz or two, and a mechanical calculator that handles some of the more time-consuming calculations (doing so much faster than a human), a firing solution is calculated (for the ship's main guns). Subsequently, the director (colloquially known as the 'Mikker') communicates the appropriate numbers to the commander of each gun simultaneously. The order to fire is also communicated simultaneously, ensuring that all guns (of a given calibre) fire at the same time. The collection of splashes thus generated can be observed by the rangefinders, and once again communicated to the hub- the cycle continues as needed.

Key innovations of the Mikken system:
-Centralised control hub, connected to both guns and observers
-Mechanical calculators handling some of the calculations
-A director giving the order to fire simultaneously

All in all, the Mikken system is expected to bolster accuracy on our ships by a significant amount.
Effectiveness: 6 | Cost: 2 | Bugs: 6
(What is it with you rolling a 2 on cost?)

Jan Mikken, a long time fisherman and captain elected by his crew through request to the Fisher's union who saw his promise, has made quite the curios little system for his fishing ship. While originally, the method was meant to better coordinate finding the buoys for hook fishing and when they'd come up, and the madman decided to get what was essentially a grapple hook launcher to be able to get the lines faster and with less diversion. While the idea is sound in theory, in practice it's a bit less so, mainly due to the launcher itself and the calculator, and it was much more effective to just take the detour to get close enough to catch the line with a properly thrown hook. Luckily for us, his cousin, also a captain but in our navy, took his idea and presented it to the navy. And with some minor modifications of the general idea alongside a military budget to get a proper mechanical calculator, it was tested on one of our older warships. Initial testing showed that it was a significant increase in firing accuracy. And regardless of it's humble and admittedly somewhat strange origins, it works quite well. By setting up a modest rangefinder at the top of the ship, and the creation of a detailed mechanical calculator placed in a nice space on the bridge dedicated to our firing and a team working on the calculator. From there, the data can be transmitted by the 'Mikker' to our main armament and then slowly get the right elevation for the firing solution through adjustments made by watching the splashes. Sadly, this won't work for our light armament, but it's a good first step regardless. There is, of course, a drawback to this effectiveness...Cost...As it turns out, the complexity of a mechanical computer takes time, and so too does the glassmaking involved for the rangefinder...Then again at this stage it'd be more surprising if something didn't cost a arm and a leg for the quality with our track record. Even so we at least have quality down over quantity.



It is now the Revision Phase of Pre game Turn 3. You have 3 dice remaining to spend on Designs, ships, or simply 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)

« Last Edit: March 26, 2021, 12:31:32 am by piratejoe »
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NUKE9.13

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Re: Refit and Repair 2. Veenland, 3rd Pregame Revision Phase.
« Reply #79 on: March 22, 2021, 02:18:54 am »

Quote from: Votebox
Spend zero dice: (1) NUKE9.13
The school revision can be done next turn without changing our plans at all, and this way we'll have a chance to revise one of our ships if they go pear-shaped.
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Aseaheru

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Re: Refit and Repair 2. Veenland, 3rd Pregame Revision Phase.
« Reply #80 on: March 22, 2021, 08:16:56 am »

Quote from: Votebox
Spend zero dice: (2) NUKE9.13, AseaHeru
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ConscriptFive

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Re: Refit and Repair 2. Veenland, 3rd Pregame Revision Phase.
« Reply #81 on: March 22, 2021, 11:14:35 am »

Gotta know when to hold 'em...

Quote from: Votebox
Spend zero dice: (3) NUKE9.13, AseaHeru, Conscriptfive

Maxim_inc

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Re: Refit and Repair 2. Veenland, 3rd Pregame Revision Phase.
« Reply #82 on: March 23, 2021, 09:38:44 pm »

Quote from: Votebox
Spend zero dice: (4) NUKE9.13, AseaHeru, Conscriptfive, Maxim
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piratejoe

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Re: Refit and Repair 2. Veenland, 3rd Pregame Design Phase.
« Reply #83 on: March 26, 2021, 12:33:38 am »

Pregame Revision Phase of Turn 3:

Revision Phase Skipped and Dice saved.



It is now the Design Phase of Pre game Turn 4. You have 9 dice remaining to spend on Designs, ships, or simply 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)

« Last Edit: March 26, 2021, 12:38:48 am by piratejoe »
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NUKE9.13

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Re: Refit and Repair 2. Veenland, 4th Pregame Design Phase.
« Reply #84 on: March 26, 2021, 01:25:41 am »

I have successfully bullied PJ into releasing an early sketch of the map: https://cdn.discordapp.com/attachments/598768064082739212/824887983504097320/OcantrovalWIP.png
The scale is roughly NZ-sized.

So, mostly coastal waters. Range won't be crucial unless you intend to go off-map for commerce-raiding, I guess. Quite a few narrow straits where manoeuvrability will be important.

A thing to consider with a lot of our tech: we rolled poorly on cost. Our ships are likely to be more expensive than those of our enemy, at least until we revise the underlying tech to be cheaper. So we are forced into a quality-over-quantity approach, I think. This is aided by our good land forces and blockade-resilience; it doesn't matter if we leave one or two areas undefended for a brief period.
I figure we want reasonably fast ships, able to engage in defeat-in-detail strategy by picking off enemy ships before they can form a large group (and flee in the face of such a larger group).
We have good armour tech, which we can either exploit to let our ships be more durable (sacrificing a few guns to maintain speed), or to let them be reasonably durable with less armour. I think the first option would be better with a quality-over-quantity approach, as we want our ships to survive to be repaired more so than we want to squeeze maximum firepower out of them.

As for actual ship designs, I leave that to people with more knowledge of the subject.
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Maxim_inc

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Re: Refit and Repair 2. Veenland, 4th Pregame Design Phase.
« Reply #85 on: March 27, 2021, 01:59:38 am »

“Zeerover” Speciale Kruiser: Weighing in at 4,000 tons of displacement the “Zeerover” exists to cause havoc among the merchant lanes of our foe. Armed with 8x6” cannons mounted in two twin turrets fore and aft with 4 in superfiring casemates alongside 8 x 4” cannons split evenly on both sides of the ship on shielded deck mounts. The main battery shields are meant to protect the gunnery crew from large shrapnel while the secondary is mainly to prevent more intermediary shrapnel from light guns. The ship follows the armoured cruiser armor scheme with 3” of protected cruiser style deck armor(sloped), a 2" main belt and relies on the substantial coal bunkers to catch or slow any light gunfire the belt doesn’t cover. The main propulsion of the “Zeerover” is our upgraded triple expansion engines which lets have a flank speed of 22 knots and it comfortably cruise at 14 knots with a range of 6,000NM. The specifics of the "Zeerover's" armor protection is 3 inches of sloped deck armour over the main components 2 inches on the ends, 2 inches of belt armour over main components 1 inch on the ends, 4 inch of armour for the bridge the main guns have 3 inch gun shields and the 4 inch guns have 2 inch shields. The "Zeerover" also comes with 4 deck mounted torpedo tubes, two a side.
« Last Edit: April 09, 2021, 09:04:51 pm by Maxim_inc »
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Maxim_inc

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Re: Refit and Repair 2. Veenland, 4th Pregame Design Phase.
« Reply #86 on: March 27, 2021, 02:45:43 pm »

Quote from: Votebox
Zeerover Speciale Kruiser (1): Maxim
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Aseaheru

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Re: Refit and Repair 2. Veenland, 4th Pregame Design Phase.
« Reply #87 on: March 27, 2021, 05:46:15 pm »

 Why'd you double post fer that?

 Anyways, throwing back into the pile all of the ship designs Ive came up with.

-edit: removed obsolete designs, i.e. Flying Veenlander CDS-
-edit: since we apparently think we can jam in all the guns, ill guess Ill upgun everything and make blindingly obvious that yes, the coal bunkers are protection too-

Quote from: Tulip-Class Cruiser
The Tulip-Class is designed as a fast, maximum size(well, for us...) armored cruiser. Built to 7000 tons, the Tulip-class is designed to go some 22 knots and have some 8000 nautical miles of range(at cruising speeds). Armaments consist of three twin-turrets of 6" caliber, with one turret forward and two aft, with one super-firing; ten twin 4" turrets(five per broadside) and a number of open 2" mounts.
Four propeller shafts are provided to drive the ship. Armor is, for the most part, proof for 6" guns over vitals(belt, conning tower, main armament) and splinter protection elsewhere. The coal bunkers are, of course, positioned asto provide additional protection to engine spaces. The ship is built with a double hull in an effort to improve survivability, and some effort was spent to properly compartmentalize the ship. The ship is equipped with fire direction equipment, with two sets of it for redundancy.

Quote from: Union-Class Light Cruiser
The Union-class is designed to be a workhorse of our fleet, built in bulk and operating anywhere our navy goes. To this end, these 5000-ton cruisers are lightly armored(4" in a "magazine box" arrangement covering the magazines, hoists, conning tower, and main turrets. 2" over other vital spaces such as the engine and boiler rooms. Anywhere else, one is lucky to have splinter protection. The ship being built with a double hull, which should help things a little, as should the placement of the coal bunkers, which of course provide some additional protection) and lightly armed, only being equipped with eight turrets and four torpedoes. Two main turrets, fore and aft, contain two 6" guns each, while three turrets on each broadside contain two 4" guns each. Finally, there is a pair of torpedo launchers on each broadside and provisions for four 2" guns to be mounted. Main gun fire direction is provided by one of our mechanical computers. Range is some 10000 nautical miles.

Quote from: A-Class Destroyer
The A-class of destroyers are 400ton 25knot warships measuring some 225ft long(overall) with a beam of 20ft and a draft of some 9ft. Main armament of these ships is one 4" gun, four 2" guns, and four torpedo launchers for our Zeeslang torpedoes, with two on each beam. The main gun is protected by an open-backed turret armored against splinters and the 2" guns have splinter-proof gunshields. Although these guns are fired via local control and do not make use of our fire control systems, electric inclinometers and suchlike are provided so the gun captain can fire at a specific angle should they so choose.
Four boilers provide power to three steam engines, driving three shafts.
The ship is of turtleback arrangement and, other than splinter protection on the conning tower and over the engine spaces, is unarmored. Coal bunkers are positioned to provide some semblance of protection to machinery spaces and the ship does possess a double bottom, also acting as oil bunkerage. Range is intended to travel some 4000 nautical miles at cruising speed

Quote from: Harbor Guard Speed Boat(HGSB)
This is a very light torpedo boat, designed to operate from ports to defend ports. Armaments consist of a 2" gun, two fixed 18" torpedo tubes pointing some 20° off of centerline(with one tube on each side of the boat), and personal weapons. There are no defenses. Propulsion is via four engines of the "hot bulb" type, each directly linked to a propeller shaft, bring its speed to 30 knots. To achieve this speed, its range is limited to about four hours of operation and the boat is extremely lightly built, being mostly composed of laminated timber sheets. However, it should be noted that the HGSB does possess a double bottom, albiet as a side effect of fuel bunkerage more than anything.
Boats of this type are simply numbered. Tonnage is ~23-35 tons
« Last Edit: April 09, 2021, 09:31:32 pm by Aseaheru »
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Khang36

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Re: Refit and Repair 2. Veenland, 4th Pregame Design Phase.
« Reply #88 on: March 30, 2021, 08:58:57 am »

so got bored and crunched the numbers for the Flying Veenlander in spring sharp

I was able to get the Flying Veenlander to have a speed of 20knts and range of 2000 nautical miles. in terms of protection the ship around the critical areas it will have around 12 inches on the belt, turret face of the main guns, and barbettes, and 2 inches of deck armour. on the ends of the ship it will have 3 inches for belt and 1 inch for the deck.

cutting the speed down to 18 knts i can up the armour to 14 inches.

alternatively we can also arm the ship with 12 inch guns instead of upping the armour.
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Aseaheru

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Re: Refit and Repair 2. Veenland, 4th Pregame Design Phase.
« Reply #89 on: March 30, 2021, 06:55:31 pm »

 
Quote from: Compromise Class Speciaal Verdedigingsschip
The Compromise Class of "Special Defense Ship" is designed as a 7000 ton, 22 knot behemoth and is intended to repel any attack on our home islands. Armed with two twin-gun turrets mounting 10" guns(one forward and one aft), a secondary armament of two twin-gun turrets mounting 6" guns superfiring over the mains, five casemated 6" guns(of the casemated turret-type) per broadside that are biased towards firing forward, eight 4" guns in gunshields per broadside and two submerged launchers for the Zeeslang torpedo per broadside, the vessel is capable of destroying any target that may pose a challenge, particularly when combined with the two sets of Mikken Fire Control System rigged either for independent control of turrets or(more likely) one set for the main battery and one set for the secondary battery. Data for these systems are provided from no less than four sets of range finders. Two of these share space with the 6" turrets, but the other two are independently mounted as high in the superstructure as possible. A full flag bridge is provided, as are quarters for a flag crew. There also exist four 2" gun mounts intended for signaling or assisting the 4" mounts in defense against torpedo boats.
 Armor is of the Möser-Fokker type, and measures 10" on the belt, turret faces, barbettes, conning tower, and, frankly, the entirety of the citadel. 2" of deck armor protects against plunging fire, while the coal bunkerage is likewise positioned to give some extra defenses to the engine spaces and a double bottom containing balast tanks and fuel oil bunkerage helps protect against submarine explosions, running aground, or suchlike. There is extensive subdivision to limit battle damage. As a note, the fire control centers are located below the waterline and are within the citadel. Each can, of course, operate independently of the other.
 With a design top-speed of 22 knots(although 20-21 is perfectly acceptable), a large quality of space is reserved for the ships powerplant, which is of course of combined coal-oil burning. The ship is designed to use primarily coal, with oil being reserved for combat or other emergencies. The ship is driven via four shafts, and exhausts via three elliptical funnels. The ship has a projected range of 2000 nautical miles. Also of note is the vessels Straight-stem bow and Transom stern.

Part of voting for the thing(which is, well, the Flying Veenlander wring through committee and currently sitting in name/designation hell) would, well, include the name and class. Personally, I think calling it other than a CDS is silly, and calling it a cruiser when it only has a range of 2000 nautical miles super silly, but ahwell. The Committee is still out on that.
We figured out its type, its a Speciaal Verdedigingsschip now
« Last Edit: April 05, 2021, 08:07:56 am by Aseaheru »
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