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691
Quote from: kahn
Instead of building the entire ship at the same time in the same drydock/shipyard, build different sections of the ship in smaller drydicks/shipyards or even land based or in-land factories and move them to where they can be put together (through riveting and welding).

It IS how modern ships are built, however there is no reason it couldnt be done in this period. Its not like its using technology that doesnt exist.


i suppose it could be said to be based around a standardised hull (either built in one place or built in parts and shipped in and assembled) with prefabricated modules (either built in their entirety in one place or in parts) built elsewhere also shipped in and attached as needed.
That's more or less what I thought. I'd say that the construction details are abstracted in the dockyard/drydock differences: The dockyard uses that method, but the drydock doesn't as the cranes and halls aren't big enough (after all, you need to transport those sections). Just a guess by me, though.

Oh, and I too ask you all to vote for the Protector class light cruiser. We need a naval design, and we need one this turn!

692
Ah, I see. Thank you for the explanation, I think I got it now.

Basically - armoured platform for variable weapons.
Might I suggest taking an armoured car - like the personnel carrier - for now, with then-obsolete tanks modified for that role once they're, well, obsolete?
Basically, as I see it, the APC can mount an MG and transport infantry, too. The light cannon's a bit more difficult, but a tank could be used for that. And, lastly, the anti-air vehicle would suffice with splitter-proof armour (as it usually should not be used directly on the front lines, anyway) for now.
So, to sum up, we need three different classes of vehicles: Tanks, personnel carriers, and 'special vehicles' like anti-air ones or self-propelled artillery. Tank destroyers, possibly.
The personnel carriers will not be obsolete that fast - they cannot survive tanks, anyway, and don't need to be upgraded with them. So, tanks need to be upgraded fairly frequently. Old, obsolete tanks form the new special vehicles by refitting them.

Comparing your proposed vehicle with the APC, it's probably similar to compare the Sdkfz 222 Aseaheru posted with the Sdkfz 251 - similarly armed, similarly armoured and can be used with different weapons - like the standard MG, a mortar, a 75mm cannon or a small anti-aircraft one. (Not all at once, though.)
The Panzer is a very close fit to my initial idea.

I'll try to make it halftrack but thats no big deal if it proves to hard. But the flatbed on the back is perfect to just extend the armored cabin over and mount the guns ontop of to make it more useful for infantry battle.

Flatbed is fine for AA but in an infantry battle it's horrible.
Oh, it's no panzer, it's a Panzerspähwagen - basically armoured recon vehicle. There's a difference there :P
But yes, that's basically what I meant with my text above.

693
Allright, I am OK with that. And my idea for a turret was basically a hole with a ring around it that the gun goes on. If you look at images of WWII era half tracks you can see what I mean. I also advise agenst half tracks because the drive trains on those are supposedly complicated as can be.
Ah, I see. I understood it a bit different - similar to the Ostwind Flakpanzer instead of the halftracks as you meant it. And yes, in that case I'd like that very well - as a non-half-track, too, and I'll support that as soon as the in my opinion more important projects (plane and tank, at least) are finished.

@PatrickHunt:
I'm having some difficulties classifying your approach. I am operating with the following classifications:
- Tank: Mounts heavy armour and an anti-armour cannon plus several MGs. Mostly for anti-tank. An example would be the Sherman.
- Infantry support tank: Specialization of the above, mounts a shorter cannon for anti-fortification/anti-infantry usage. An example would be early models of the Panzer IV.
- Armoured car: Light armour, light armament, fast. Mostly for scouting. An example would be the greyhound.
- Armoured transport (usually called a half-track as it usually has been one): Lightly armoured, lightly armed, place for about a dozen infantry. See the M3 halftrack.
- Infantry fighting vehicle: Armoured like a tank, lighter armed (need anti-tank rockets) and with infantry capacity; an invention of the cold war. See the BMP-1 as example.

As far as I can see it, your vehicle should be: Heavily armoured (for the time), variable armament (from a cannon to MGs) - but only four people inside?
I'd analyze it as too lightly armed for tank, too slow for armoured car, too few capacity for armoured transport and IFV. I believe it is quite unlikely to be cost efficient or even effective.

Quote
I have a feeling I screwded up the numbers on that engine.

To be fair, you did max out every die involved in designing it.
That engine is awesome! Good enough to power our early tanks, therefore simplifying logistics, reliable, fuel efficient... That's the very definition of nailing every. single. die.

694
To make it short, there are several problems I see with this:
- Wheeled: Well, there are advantages to both wheeled, tracked and a combination thereof. Wheeled means better on-road performance, tracked better off-road. Small preference to half-tracked or so, to provide better off-road performance. I think that's more important in combat.
- Open turret: Does it rotate with the gun (and provide protection to the gunner)? It could be a bit too heavy.
- Armour: My main problem. You want ca. 9cm around, with half that bottom and fifteen front. That's... not going to happen. That vehicle would heavier armoured than a Sherman tank. I would forecast problems with both speed and suspension (that is, reliability). That is quite problematic.

How about this:
Take the Project 2206 truck engine (one should be far, far enough), and build an armoured vehicle from it. Driver's compartment armoured 1.5cm, passenger 0.5. Mount a Project 2202 15mm machine gun on it, with the gunner standing in the driver's compartment. Possibly armour ahead.
Basically, make it quick and armoured enough to survive small arms fire, and armed enough to provide fire power to infantry they wouldn't otherwise have. Do not make a tank out of it.

To sum up: Don't make an infantry fighting vehicle if we haven't even got an armoured car, much less a tank ;-)

695
I'll use something like an APC for the mobile AA so you can just pull the gun and put on whatever you want instead. I just want some mobile AA in case they launch a surprise attack. Mobile can intercept fast and doesn't need time to be set up. No need for large numbers of it just a few strategicly deployed groups for rapid response.
Of course, that interception can only occur after one or several attacks have already been made. A bombing run would have an hour maximum between entering and leaving our borders - that's too few to reorganize the fixed AA defences.

Quote
I'll drop the the naval mine and focus on a mine for beaches. AI or AT first? I'd go AI since for now tanks ain't in huge numbers.
Anti-infantry will probably be more necessary for now, but I'd concentrate on other things first. An infantry mortar, for example, can probably be much more efficiently used than mines. Basically, we want them to not land at all, then we want to crush them on the beaches, and if that doesn't work, let them run over our mines ;-)

Quote
As for lookout. Kind of both. 1 on every pass over the mountain to hold a dozen men with a signal fire until we geta good radio to signal if enemies are spotted.
Scouts can be sent out from it to map the mountain so we can attack over it if the time ever comes,
I think I've found the misinformation from which that stems - we don't have to fear attacks over the passes:
Quote

While our mainland shares no land border with them, we do have sovereignty over a few island for their coast. Local troops have been reinforced. The government fears they're planning an attack on Crow's Isle, threatening our nations Gold supply. It's expected that [Yet another name here] will remain neutral, due to tensions between the two countries. Therefore, we don't have to fear a major land invasion yet. Most likely, the attack will come over sea.
Basically, it looks something like this: [Neutral country] Mountains [We] [Sea] [Crow's island] [Less sea] [Enemy]
(Though enemy means tensions only, currently.)
@10ebbor10: Could you give us a few measurements (unless abstracted away), like the size of Crow's island, its distance from the mainland and from us?

On a side note, I need some names for our nation and it's neighbors.
Well, I'd propose we take Capia for the enemy, again, that worked quite well. For ourselves... how about The People's Republic Of Varnus? And maybe Morovia (again) for the neutral neighbour?

696
Well, we have a truck, and we will possibly have an AA truck next turn or the turn after. This would increase our mobile anti-air power - in the island defense role, however, the AA gun alone should have the desired effect. Maybe use it with a to-design armoured transport vehicle?

On the mines, I have a different, more critical view. We already have basic naval mines (the cruiser from the beginning has mine laying equipment which I assume to be contact detonated ones). More advanced ones, operating for example with a magnetic proximity sensor, would need new technology and therefore be new projects, while contact mines will be - for island defense - very useful.
There are two usages I can see for mines: Mining sea ways and mining island coasts. The former will mostly impose strategic disadvantages to our enemy - the need to clear those mines. Useful, but commerce raiders and submarines should be more efficient. The second will mean to mine the approaches they have to take to the shore, so they have to clear the mines under fire from coastal guns. That's more useful, but our current ones should suffice.
Additionally, they shouldn't be that similar to anti-infantry and anti-tank mines. Basically, naval mines are heavier and use different detonation mechanisms - and don't need hollow charges or shrapnel. It's probably like developing a motorcycle or a tank - different parts, but some small are the same.

Oh and for strategy I wanna add look out posts on the mountain, well supplied infantry can get across it on foot so we need a warning system. Plus we can map it incase we ever invade our neighbour to allow us to cross it.
Do you mean lookout posts to look for invaders, or to map the land they can see from there? The former is useful, and will probably be done along with scout flights to see them before they're only an hour away, the second one will probably not work for any meaningful distance between the island and mainland.

and are going to have a rocket testing range that we can make SAMs from in a decade or so.
We'd need guidance modules, among other things, before that. That might take a while, more like two decades. They will be needed, but I myself prefer better aircraft...

What I'd like for next turn are four things:
- A better torpedo
- A better torpedo boat - using the newly developed engine (2301) and torpedo (see 1) we can probably see pretty good commercial raiders from a forward base - like crow island.
- A fighter plane - we need some air cover, and it's either that or a heavier naval patrol and torpedo aircraft, which should probably come next year.
- A tank. Honestly, last time we developed one in 1920 ;-) It should provide us with anti-tank and anti-infantry firepower that we can use to either squash pretty much a sea invasion without enough artillery and air cover (a.k.a. what probably awaits us) and use them on a land-based war. We sadly lack a highly armour piercing design, and would need to use the 40mm cannon for now, but we could also develop a high-speed variant of that.

Oh, and a question to AseaHeru: What exactly should the planned combat role for the APC? I principally like such a role, but I can't get me an opinion without things like armour strength and armament. Plus, I believe that for the next turn, a  real tank is more important.

697
Forum Games and Roleplaying / Re: The Glorious Design Bureau of the People
« on: September 22, 2013, 12:36:37 pm »
Added discussion thread.
As far as I know, no island specifications are known - neither size nor features.

http://www.bay12forums.com/smf/index.php?topic=131386.0

698
This thread is thought for discussion about The Glorious Design Bureau of the People, to avoid crowding the main thread.

Have fun!

Notice: I am thinking about putting the latest turn in here, but this will make this post far longer - spoilers within spoilers seem not to work.

699
Forum Games and Roleplaying / Re: The Glorious Design Bureau of the People
« on: September 22, 2013, 12:09:49 pm »
Done that for you, as I didn't have anything better to do.

Question: How would you feel about opening an OOC (discussion) thread for next year's proposals and other discussion to not crowd this one and make vote counting less cumbersome?

Spoiler: Designs (click to show/hide)
Spoiler: Production (click to show/hide)
Spoiler: Strategies (click to show/hide)


700
Forum Games and Roleplaying / Re: The Glorious Design Bureau of the People
« on: September 22, 2013, 08:46:01 am »
Also I understood one thing... Wasp is a bad proposal, Revolutionary torpedo boats are quite good for the shore defense role, we should build those and then refit it with new weapons later when they become obsolete. (like removing 80mm gun and installing ASW equipment)  No need to waste our time designs a ship of similar role, while we can build them now, when we need it!
Let's compare both designs, Wasp and Torpedo boat (I classify Revolutionary as torpedo boat, nor as destroyer:
Cost efficiency: Hard to say. The Wasp has one fourth of the tonnage, so my first impulse would have been to classify it as one fourth the cost. However, it mounts the same gun, and only half the torpedoes, so I'd rather say the difference is about 3-1 or so.
Anti-Ship (small): Both mount the same 80mm gun, but the Revolutionary torpedo boat has it armoured and in a turret, allowing more fire control. Against smaller ships, the 40mm mounts can be used. So, in a direct duel, it's probably a draw, with an advantage to the Revolutionary as it can drive in one direction and shoot in another.
Anti-Capital: The only relevant thing will be torpedoes, of which the Revolutionary carries twice as many tubes (plus total), while the Wasp will be able to bring more to bear due to its lower cost. Advantage Wasp, with 50% more torpedoes total and distributed platforms.
Anti-aircraft: Definitely the Revolutionary. The other has a few machine guns, that's all.
Operational range: Revolutionary.

Result: Revolutionary is more flexible and all in all probably more cost efficient against anything but capital ships which we're unlikely to encounter. They can be paired with the Protector for AA and anti-capital / raid and scout support.


Agreeing on G, voting for it.

Also, an observation for next round: The truck engine can actually be used unmodified in tanks - it's more powerful than the ones used in light and early medium tanks.

Spoiler: Designs (click to show/hide)
Spoiler: Production (click to show/hide)
Spoiler: Strategies (click to show/hide)


701
Forum Games and Roleplaying / Re: The Glorious Design Bureau of the People
« on: September 22, 2013, 05:29:50 am »
Everything. All sorts of rockets, from RPGs to ICBMs (Or atleast there distant, distant ancestors).
I like rockets myself, but I'd like to clarify that we will nearly guaranteed get neither RPGs nor ICBMs, nor anything like that. At least, in the beginning. What we can get are things comparable to the Bazooka (that is, tank is within a hundred metre, tank dead; tank is further away, can't hit him), which will currently be less effective than anti-tank rifles - until their armour gets heavier.
For long-range rockets, they will be mostly ineffective - for example, one V-2 rocket cost as much as one or two medium bombers, each of which could carry twice the amount of explosives and usually be reusable and more accurate (even with us posessing an ICBM pilot. Sorry, could not resist that. :P). So - less effective.

On the other hand, rockets have three possible usages even with our technology:
- unguided aircraft rockets, improving our fighters' anti-ground potential. We need fighters for that, first,  but still. Alternatively, they could be used against bombers using proximity detonation.
- Artillery. Using rockets vs normal tube artillery has advantages in initial rate of fire (all at once, nearly) and cost of delivery system, but disadvantages in sustained rate of fire, cost per shot and range.
- Infantry anti-tank weapons. Once tanks get more heavily armed they will be necessary.

What would people think about maybe developing modular shipbuilding techniques?

Might allow up to mass produce large numbers of small/medium sized ships with mix and match standardised armaments.

Might also allow us to have well armoured and hard to sink ships with plenty of firepower without them being too large.
Hm... do you mean having a standardized hull and packing, while building, different armaments on that? For example, producing a Protector variant with only two 160mm guns and triple the AA firepower? That I think we can do already pretty easily, after all, modification should only be a small project.
Or do you mean building small parts of the hull (about ten to twenty metres at once and welding them together afterwards? I think that would just be abstracted as building them. Or do you mean something else I can't think about?

So, that should be the votes accumulated. I add a vote to F, myself.
Spoiler: Designs (click to show/hide)
Spoiler: Production (click to show/hide)
Spoiler: Strategies (click to show/hide)


702
Forum Games and Roleplaying / Re: The Glorious Design Bureau of the People
« on: September 21, 2013, 01:32:17 pm »
why do you want the biplane to be mostly wood?
I should have been clearer - I was meaning wood and canvas. Editing post to clarify.
I see several advantages:
- Wood is cheaper
- Wood is easier to handle production-wise
- Wood is, contrary to metal, probably not an important war resource.
- Later, when radar comes into play, the plane will be nearly invisible to that.

Voting for: 1, 2, 3, 5, A, B, C, D, Alpha, Beta, Delta. Not voting on the machine gun - wait? We can get it to 20kg, just a bit heavier than the 8mm one? Damn, voting for lightweight.
Spoiler: Designs (click to show/hide)
Spoiler: Production (click to show/hide)
Spoiler: Strategies (click to show/hide)


703
Forum Games and Roleplaying / Re: The Glorious Design Bureau of the People
« on: September 21, 2013, 11:44:47 am »
If you want to, you can reorganize engineers. Nothing stopping you from merging two 5 man teams into a single 10 man team.
Oh, great. Then I propose a plane which hopefully might use the knowledge gained from our import model:
Proposal 5: Crow recon biplane: Using the imported scout plane as a basis, design a very light recon biplane using the Project 2206 truck engine. Unarmoured, use wood (and canvas) where possible. Integrate radio. Armament secondary, if possible use one Project 2205 8mm LMG.
The idea is to have a recon biplane that is slow, extremely difficult to detect, reliable and able to land and start from a potato field. Why? Recon and more experience in aircraft design. One of similar role would be the soviet Po-2.

Spoiler: Designs (click to show/hide)
Spoiler: Production (click to show/hide)
Spoiler: Strategies (click to show/hide)


Edit: Clarified wood to wood and canvas.

704
Forum Games and Roleplaying / Re: The Glorious Design Bureau of the People
« on: September 21, 2013, 09:19:18 am »
All right, thank you. One addition: How many factories can we build currently, with the possible build-up due to Crow's island?

So, as I see it, we need several things at once: We need airplanes, we need ships, and we need defensive installations for land.
First, airplanes:
The scout airplanes are a basis we can improve from. We most definitely need a better engine for them. And, I would install two of the Project 2202 15mm machine guns as armament. So, necessary: Design engine, design plane.

Ships:
We have a 2500t dry dock and a 1000t dockyard. Therefore, our optimum production would use both. However, we only have capacities for one completely new design, which we'd need to be more than 1000t to make full use of our new naval cannon. (Probably, at least. You could cram one on a thousand ton design, but not much else.) Plus, as this will probably be our main ship for now, it should probably be able to fight against every threat.

Land-Based Defense:
We need defense against coastal landing parties, most of all. This requires both beach fortifications and anti-ship fortifications. For anti-ship ones I'd use the Project 2201 naval cannon. It's new, and better than anything we else we have. Building a factory for them will also supply our ships come next year.

So, main problem is: We can only design one new vehicle/ship. I believe the ship to be more important, as we will mostly fight a naval-based war ("our mainland shares no land border with them").
My ideas:
[Redacted as UR has posted one before that I like. Damn you! :P]
Proposal 3: Design a powerful aviation engine. If possible, continue from the Project 2206 truck engine. Probably not possible.
Proposal 4: Design a high-velocity, 40mm anti-aircraft gun.
Our current 40mm gun is hampered by the inability to elevate more than 50° and its quite slow firing rate. Improve the firing rate and the elevation, and it should provide much more useful than before.

Proposal C: Build a naval cannon factory.
This should produce fourty Project 2201 naval cannons per year that will, until a ship is designed and built, be installed in coastal fortifications.
Proposal D: Switch production from Mosin-Nagant to the Revolutionary Rifle.
It works, now.

Proposal Beta: Fortress Crow's Island: Send all produced Revolutionary Rifles to the Island to equip troops, as well as the squad portable machine guns. Concentrate proposal A's fortifications there, at first. Stockpile ammunition. Mine the waters around them.
Spoiler: Designs (click to show/hide)
Spoiler: Production (click to show/hide)
Spoiler: Strategies (click to show/hide)


Not voting yet myself.

705
Forum Games and Roleplaying / Re: The Glorious Design Bureau of the People
« on: September 21, 2013, 08:20:01 am »
A few (mechanics) questions before I propose things:
- The drydock can build ships, but is slower, right?
- How many factories can we build per turn?
- Is the truck currently produced the one refitted with the new engine, or do we need to refit it ourselves?
- Can you give us a few more details about the scout planes? Engine and armament, for example.

Thanks!

My current idea would be to fortificate Crow's Isle using the new naval cannon, as we cannot field a new ship before next year anyways.
In the meantime, designing a 2500t vessel and new planes would be my main priority.

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