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Which team did you play in the last game?

Glorious Arstotzka
- 17 (16%)
Glorious Moskurg
- 13 (12.3%)
Ingloriously Didn't Play
- 76 (71.7%)

Total Members Voted: 106


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Author Topic: Intercontinental Arms Race: Finale  (Read 566236 times)

Madman198237

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Re: Intercontinental Arms Race: Winter 1944 (Design Phase)
« Reply #6465 on: June 29, 2018, 01:55:46 pm »

Did we end up doing something with sonar? I thought we hadn't.
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andrea

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Re: Intercontinental Arms Race: Winter 1944 (Design Phase)
« Reply #6466 on: June 29, 2018, 02:13:41 pm »

not really, it just has an acoustic trigger.

However, that should count as a single drop of tech

Madman198237

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Re: Intercontinental Arms Race: Winter 1944 (Design Phase)
« Reply #6467 on: June 29, 2018, 02:15:24 pm »

I agree, it does. It's not the "sending sound" portion of sonar, but it's basically passive sonar, so yes, it counts, and I was mistaken.
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piratejoe

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Re: Intercontinental Arms Race: Winter 1944 (Design Phase)
« Reply #6468 on: June 29, 2018, 03:27:51 pm »

Passive sonar is what submarines mainly use for detecting ships, it's extremely important for them to function effectively. So I think that little 'drop' will be quiet useful for the creation of one.
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Wizgrot

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Re: Intercontinental Arms Race: Winter 1944 (Design Phase)
« Reply #6469 on: June 29, 2018, 05:37:04 pm »

The Saltseeker Air/Ground-Ground Missile A/G-G

The basis of the Saltseeker Project shall be the decomplexification of the Piracy warning and our latest radar and this shall be our priority, without which the projet shouldn´t advance, as we need both to integrate them in our brand new Saltseeker.

The Saltseeker is a new missile designed to attack ground or sea targets, which can use either heat, radar guidance system or a predetermined course of flight. It has a more efficient mix of fuel (which we will try to implement in our rockets) so it can be launched beyond the range of the enemies offensive systems and have some usage as precise bombardment. It can either be launched by a plane, from a modified Artemis (that also could be installed on ships) or a 2x2 box intended to be more portable (which may be useful in a ship or as something carrier ona tráiler like the Sarukh).

Ships and ground missiles are bigger and have a higher payload than those in planes.

Posting this. Sensei mentioned we kind of need something to hit their boats fom beyond flak range. Also, even if we don´t get them, decomplexifying both the Piracy and the radar will be pretty useful.
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Zanzetkuken The Great

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Re: Intercontinental Arms Race: Winter 1944 (Design Phase)
« Reply #6470 on: June 29, 2018, 08:59:10 pm »

Quote from: Designs
UFAF-A-44 ‘Manta’(1): Lightforger
UFN-BB-43 'Victorious' (3): Madman, Kashyyk, Zanzetkuken

With the probability of nukes being done in one turn (28.7%-33% depending on rounding down or up for the half) and the near certain two turn achievement unless Sensei changes the amount (which he has stated he won't last I'm aware), I pretty much say we are screwed.  Might as well go out in style.
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Taricus

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Re: Intercontinental Arms Race: Winter 1944 (Design Phase)
« Reply #6471 on: June 29, 2018, 10:24:37 pm »

We aren't screwed, stop being so defeatist dammit.
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helmacon

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Re: Intercontinental Arms Race: Winter 1944 (Design Phase)
« Reply #6472 on: June 30, 2018, 01:46:00 am »


Quote from: Designs
UFAF-A-44 ‘Manta’(1): Lightforger
UFN-BB-43 'Victorious' (4): Madman, Kashyyk, Zanzetkuken, helmacon

If we take naval advantage than we should be able to push Vlanlados easy since it is an island. If they research nuke this turn there is a 66% percent chance we can essentially take a naval advantage for free, plus a revision. This would put us in a very good position. If they roll fantastic on the nukes then, yea. They might get one off before we retake the island and cut off their supply. That's an auto loss on one front while we still basically get a free turn to make up the tech deficit.

Either way I feel like pushing all into nukes will hurt Cannala in the long run. They are pretty likely to do this anyways. This is an opportunity for us. We are the opposite of screwed. The only way we are screwed is if we don't retake the island fast enough and they build enough nukes to get to our capital.
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Taricus

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Re: Intercontinental Arms Race: Winter 1944 (Design Phase)
« Reply #6473 on: June 30, 2018, 01:57:39 am »

An Anti-ship missile would be far more useful to us, and would allow even our archers to sink their battleships.
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helmacon

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Re: Intercontinental Arms Race: Winter 1944 (Design Phase)
« Reply #6474 on: June 30, 2018, 02:10:58 am »

An Anti-ship missile would be far more useful to us, and would allow even our archers to sink their battleships.

Original anti-ship missiles were carried by bombers and used radio guidance. They could develop radio jamming and counter that way to easy. Cruise missiles didn't come around until the 90's. A bigger, better ship would be much more resilient to enemy retaliation.
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Kot

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Re: Intercontinental Arms Race: Winter 1944 (Design Phase)
« Reply #6475 on: June 30, 2018, 03:08:39 am »

Cruise missiles didn't come around until the 90's.
Wot?
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evictedSaint

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Re: Intercontinental Arms Race: Autumn 1944 (Design Phase)
« Reply #6476 on: June 30, 2018, 03:30:02 am »


Quote from: Naval Design
UFN-ASM-44 "Saltseeker"

Based on the Piracy Warning, the United Forenian Anti-Shipping Missile 1944 "Saltseeker" is a naval missile designed to seek and destroy enemy ships from a great distance away.

The Saltseeker is a 5 meter-long missile with short, stubby wings and turbojet engine.  A pair of short solid-propellant rocket boosters mounted on either side of a turbojet engine launches the missile, allowing it to get up to speed before a kerosene igniter engages the turbojet in order to give the Saltseeker a near-instantaneous launch speed.  The sensor suite uses our Deadliest Ray cavity radar to gain signatures, and a small set of vacuum tubes filter the signatures by size (ship-sized targets) and distance (selecting the closest one only).  Another set of tubes guide the servos controlling the rear fins in order to point the missile towards the closest target, allowing it to home in.  Lastly, a proximity sensor in the belly of the missile (either borrowed from the Piracy Warning or using a radar altimeter, whichever is easiest) allows the missile to dictate its altitude over the ocean surface.  When within a set distance of its target (100 meters or so) the missile will descend in order to meet the target at sea level.

The Saltseeker is designed to be fired from an angle off the deck of a ship before leveling out in flight. A Saltseeker mount can take the place of a turret on a destroyer or cruiser, with a goal of two missiles per mounting.  The layout of the missile is seekerhead - fuel - warhead -engine.  The warhead is essentially a large HEAT charge, approximately 400 kg.  Range is expected to be approximately 40 kilometers in radius.

Current Relevant Technology:
-VVF's airborne Radar
-Numerous years of rocket designs (SARUKH, Artemis, Rocket-Boosted Artillery Shells, etc)
-Turbojet tech
-Stolen Piracy Warning
-Sensei please just cut us a break here
-Longshot Radar Guidance

A sea advantage will help take Vlanvlados, I think.  Or alternatively...

Quote
UFAF-UH-44 "Valkyrie"

Learning from Cannala's cumbersome and fairly-useless Twinblade, the United Forenian Air Force Utility Helicopter 1944 "Valkyrie" is our first helicopter.

Rather than using a tandem-rotor design, the Valkyrie has a single main rotor for lift and a smaller rotor on the tail for counter-rotation.  Unlike the Twinblade which was designed with direct combat operations in mind, the Valkyrie is primarily for transporting troops and equipment quickly to hard-to-reach locations.  Ideally, a Flight of the Valkyries will be able to deploy teams of soldiers into highly contested areas and allow withdrawals with the same amount of ease.

The Valkyrie features four-blade main and tail rotors, and is powered by two of our powerful turboshaft engines.  This allows the aircraft to carry a load of two metric tons in weight.  It features sliding side doors and a rappelling system for fast-drops, and a pair of mounts in the doors allows for an optional set of Sorraia MG's.  The Valkyrie can be launched and stored on a carrier such as the Wasp Nest, Zheleznogorod, or Sea Lift. 

A decently-designed helicopter would be good in the jungle, mountains, and for rapid deployment on areas like Vlanvlados (as our landing ships still suck).  I dunno, maybe if it doesn't use a retarded tandem-rotor design, it'll be useful?
« Last Edit: July 02, 2018, 01:37:00 pm by evictedSaint »
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helmacon

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Re: Intercontinental Arms Race: Winter 1944 (Design Phase)
« Reply #6477 on: June 30, 2018, 06:29:27 am »

Cruise missiles didn't come around until the 90's.
Wot?

You know, you are right. And it's kinda obvious in hindsight. I had a page that told me that and I didn't even think about it at the time.
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Kot

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Re: Intercontinental Arms Race: Winter 1944 (Design Phase)
« Reply #6478 on: June 30, 2018, 04:19:15 pm »

Quote from: Design I
UFN-SSCM-44 "Whatever"

"Whatever" is essentially UFAF-F-41 Lightning Streak with a warhead strapped to it and advanced guidance instead of it's cockpit. It's planned role is to destroy enemy ships and be used for other long-range bombardment missions.

"Whatever" is launched from a rail which is either mounted in pairs on bigger ships, old ARAC trains or static land mounts, or in single mounts on trailers and smaller ships. The launch is done using rocket boosters which may or may not be just artillery rockets without warheads, which fly the missile at high enough speed to be able to engage it's jet engine. It's range (based on the fact it's literally the jet) should be around 600 to 800 kilometers.
The missile itself can be fired dumb for strategic and tactical bombardment, guided from ground or trailing aircraft by radio to hit specific targets such as bridges or enemy fortifications, or, in it's anti-ship role, use it's own guidance system based on Deadliest Ray where the missile tracks ship-sized targets and strikes them from above.
An alternative guidance package using infrared guidance for long-range bombardment (presumed to be guided onto enemy Bull engine exhausts in transit) might also be developed.
//(Not a part of design! Furthermore we could make an anti-radiation missile in a revision, whereas the missile guides onto enemy radar, but I think it's worth it's own revision, unless people think otherwise.)//
The missile should use it's internal altimeter to try and stay relatively low to the ground to make it harder for enemy to intercept. During last five kilometers of travel the missile should relase two flare packages sequentially to try and stop any missile interception and clutter up the vision of enemy anti-aicraft gunners.

Based on 1950s ASM and cruise missile designs, especially since most of them were quite literally "take a jet, strap bomb inside and you're good to go". I don't feel like the "cruise missile" parts detract in any form or shape from the ASM, and I feel like it might come in handy (and also I want even more rockets flying at Cannalans). Alternatively, if we consider the old Lightning Streaks too easy to intercept and are willing to spend more on it:

Quote from: Design II
UFN-SSCM-44 "Who cares"

"Whatever" is essentially UFAF-RF-43 "VV Frightening" with a warhead strapped to it and advanced guidance instead of it's cockpit. It's planned role is to destroy enemy ships and be used for other long-range bombardment missions.

"Whatever" is launched from a rail which is either mounted in pairs on bigger ships, old ARAC trains or static land mounts, or in single mounts on trailers and smaller ships. The launch is done using rocket boosters which may or may not be just artillery rockets without warheads, which fly the missile at high enough speed to be able to engage it's jet engine. It's range (based on the fact it's literally the jet) should be around 1000 kilometers.
The missile itself can be fired dumb for strategic and tactical bombardment, guided from ground or trailing aircraft by radio to hit specific targets such as bridges or enemy fortifications, or, in it's anti-ship role, use it's own guidance system based on Deadliest Ray where the missile tracks ship-sized targets and strikes them from above.
An alternative guidance package using infrared guidance for long-range bombardment (presumed to be guided onto enemy Bull engine exhausts in transit) might also be developed.
//(Not a part of design! Furthermore we could make an anti-radiation missile in a revision, whereas the missile guides onto enemy radar, but I think it's worth it's own revision, unless people think otherwise.)//
The missile should use it's internal altimeter to try and stay relatively low to the ground to make it harder for enemy to intercept. During last five kilometers of travel the missile should relase two flare packages sequentially to try and stop any missile interception and clutter up the vision of enemy anti-aicraft gunners.

Quote from: Revision
UF-SPAAS-44 "Sewing Machine"

The Sewing Machine is essentially another revision of the Velociraptor autocannon, based on the VVF version, this time lengthening the barrels significantly, making them water-cooled and quad-linking them together for higher fire rate of at least 3000 rounds per minute.
The weapon is mounted in a special powered (to make very fast turns possible) mount that's either available as a separate trailer, mounted on Artemis trucks or instead of a Salamander turret, with any armour on the gun being a secondary concern. It should also be mounted on ships (and other anti-aircraft places that need it) were applicable, most notably on destroyers where they would also be useful against enemy torpedo boats.
The mounting itself should contain a system that somewhat resembles the Long Shot guidance, except adapted for anti-air use, where the gun can be linked to an external radar //(Not a part of design! We could try to stick a radar together with it, but I feel that might be pushing the difficulty too far.)//, either static, carried by another truck or ship-based one, which will make acquiring, tracking and destroying enemy targets much easier, but the gun is also possible to aim by hand.
The ammuniton itself should also be revised to maximize penetration on AP and also include proximity fuzes on fragmentation rounds.

Even if we don't bring down the enemy helicopters by penetrating the armour itself, the gun should shred the thing to pieces anyway, tearing off tails, turning the rotors into shards and fucking everything up. The gun would be also useful for ground fire (as Soviets found out with their Shilkas), could be an answer to torpedo boat problem and fuck up any low flying (jet!) aircraft too. In general, fun times.
« Last Edit: June 30, 2018, 05:05:56 pm by Kot »
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Jilladilla

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Re: Intercontinental Arms Race: Winter 1944 (Design Phase)
« Reply #6479 on: June 30, 2018, 05:23:02 pm »

Quote from: Designs
UFAF-A-44 ‘Manta’(1): Lightforger
UFN-BB-43 'Victorious' (4): Madman, Kashyyk, Zanzetkuken, helmacon
UFN-ASM-44 'Saltseeker' (1): Jilladilla
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