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Author Topic: Frost Race: Dubrovich Thread (Prelude Turn 3/5: Revision Phase)  (Read 4790 times)

TricMagic

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Re: Frost Race: Dubrovich Thread (Prelude Turn 2/5: Revision Phase)
« Reply #30 on: October 30, 2019, 08:28:58 am »

Halo Rifle

While the craze of ideas flew about like endless flurries, the final design was slightly rushed. For one, it was only slightly resistant to cold, for the second it did not last long in combat. Modifications were needed to ensure success.

So enters the Halo Rifle. Made up of Manganese Steel, the gun is far more enduring to the cold, far beyond what other metals can survive. Moreover, it is completely non-magnetic, allowing magnetic materials to be used as square rings around the main barrel, (which is made up of magnetic metals), to generate a magnetic field to accelerate the rounds.

The second addition is a lot simpler, the wooden stock with the battery has a way to open it up to replace the batteries quickly, and the lack of magnetic steel in the gun helps a lot on focusing on the actual barrel.

One difficulty in working with mangalloy is the difficulty of machining them. For that, we use Diamond Tools. We've also included a simple sight on top of the gun in Manganese Steel, which doubles as a cutting edge. It is entirely possible to kill someone with the gun in close range with no damage to the gun itself.

We can expect to see great improvements in it's battery life at least.
« Last Edit: October 30, 2019, 02:06:41 pm by TricMagic »
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Aseaheru

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Re: Frost Race: Dubrovich Thread (Prelude Turn 2/5: Revision Phase)
« Reply #31 on: October 30, 2019, 03:33:30 pm »

Quote from: EHR-6*
Developed shortly after the Jarnskeggi's attack, the EHR-6* is the result of lessons learned from that fight, increasing the length and density of the coils and replacing the stock-mounted batteries for capacitors(increasing energy density) while also including the ability to power the electromag portion via power contained elsewhere, such as an airships power banks or satchels containing batteries. Finally, the metal components of the weapon are made of non-magnetic alloys inorder to reduce interference caused by the accelerator coils and the sights(Now of the so-called "peep" type) have been calibrated for firing both assisted and without assistance in the brutal cold of the ice.

Quote from: Erinye Class Airship
It has been stated that the best defense is an offense, and thus that the best way to handle the threat of enemy attacks is via arming an Icarus. To that end, the Erinye class(named for the Greek Erinyes, or Furies) was created.

 Generally taking the form of a pair of Icaruses stripped of all non-essentials and tied together with a single lightly armored gondola/controlcar, the core of the Erinye's war-fighting capability is in its armament, which consists of four weapons of two types and a squad of infantry. Propulsion is, of course, centered around a steamcore.

 The first of the two weapons, and 75% of the crafts total armament, is the EHR- Gatling- and Hotchkiss-derived Soldier's Rapid Light Weapon, or the SRLW. Chambered for the same 7x64mm round, the SRLW's three barrels are each fitted with accelerator coils of improved power and is both fed and spun via capacitor and flywheel-based storage banks distributed(albeit securely) around the ship. The three such weapons are mounted one dorsally on a pedestal mount and two in so-called "ball" mounts, located one to either side of the craft.

 The second of the weapons is the so-called "Soldier's Railroad" or, as on all documentation, the SRR. A tame concept after the joys of fighting with engineers obsessed with electromagnetism, the SRR is a recoilless rifle, firing rocket-propelled explosive shells some 100mm in diameter. There is only one mount of these on a Erinye, another so-called "ball" mount located on the crafts ventral side containing two SRR tubes, designed to be hauled inboard for reloading, maintenance, landing, and rough weather.
« Last Edit: October 30, 2019, 04:09:16 pm by Aseaheru »
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TricMagic

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Re: Frost Race: Dubrovich Thread (Prelude Turn 2/5: Revision Phase)
« Reply #32 on: October 30, 2019, 04:42:45 pm »

Dubrovich Infrastructure: Mangametal Steam Core Foundry

Made using a Steam Core to produce heat from ice, the Mangametal Steam Core Foundry is meant to easily keep Magnanese and mix it into various metals, before using it in molds to shape the parts as it is carefully cooled. Diamond Tools, along with the heat control of the foundry, can also be used to help shape the newly made metal.


Mangametals are know for a few things. First, they are extremely hard and durable, never cracking cracking in cold conditions. Second, it is extremely hard for physical attacks to do much to thing made of it, which also effects working it. Third, it is magnetically nonconducting.

High impact strength and resistance, magnetically nonconducting. Low amounts in the 1 to 1.8 percent range make extremely strong metals. Past that, the metals become far weaker, but more malleable, up to 5%. Further increases lead to better ductility of a material, along with hardness. 10 to 12 percent, depending on other factors, along with carbon as produced by Steam Cores, reach the highest points.

It's effectively a metal with many uses, but working with it with conventional machinery isn't really feasible. This Foundry will increase the strength of just about any metals we make in the 1% range, and allow us to make the 10-12 Percent Manganese Steel known for it's golden color.
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10ebbor10

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Re: Frost Race: Dubrovich Thread (Prelude Turn 2/5: Revision Phase)
« Reply #33 on: November 03, 2019, 09:44:40 am »

Teslarator

Utilizing the principles and insights of Tesla, we have repaired the damage the Jarnskeggi wrought in their attack upon us. Taking parts and innovation from the Pigeon class airship, the Teslarator consists out a central steamcore boosted by gas, which provides plentiful power and heat. Unlike the pidgeon, the Teslarator utilizes coal gas, which is generated by steam hubs located away from the central assembly. This allows them to be placed close to our coal mines, as gas is much easier to channel than coal is to carry. As an added benefit, the waste heat of the process greatly improves heating on the outer edges of the settlement.

Quote from: Votebox
Dubrovich Infrastructure: Mangametal Steam Core Foundry
EHR-6*
Erinye Class Airship
Halo Rifle
Teslarator (1) 10ebbor10
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TricMagic

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Re: Frost Race: Dubrovich Thread (Prelude Turn 2/5: Revision Phase)
« Reply #34 on: November 04, 2019, 04:10:26 pm »


Quote from: Votebox
Dubrovich Infrastructure: Mangametal Steam Core Foundry: (1) TricMagic
EHR-6*
Erinye Class Airship
Halo Rifle
Teslarator (1) 10ebbor10


Go big or go home. Time to make metal-shaping this stuff a bit easier for later. At worst, we get EXP. On Average, we can shape Mangalloy.
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Aseaheru

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Re: Frost Race: Dubrovich Thread (Prelude Turn 2/5: Revision Phase)
« Reply #35 on: November 04, 2019, 04:38:54 pm »


Quote from: Votebox
Dubrovich Infrastructure: Mangametal Steam Core Foundry: (1) TricMagic
EHR-6*
Erinye Class Airship
Halo Rifle
Dubrovich Infrastructure: Teslarator (2) 10ebbor10, AseaHeru

Given our airships use the stuff(or near identical stuff, shoulda just gone with coal gas over blaugas to begin with, what with oil not existing and all) as fuel and lifting gas, and its more efficient anyhow, Im going fer the coal gas infastructure.
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Happerry

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Re: Frost Race: Dubrovich Thread (Prelude Turn 2/5: Revision Phase)
« Reply #36 on: November 05, 2019, 02:09:41 pm »

Quote from: Votebox
Dubrovich Infrastructure: Mangametal Steam Core Foundry: (1) TricMagic
EHR-6*
Erinye Class Airship
Halo Rifle
Dubrovich Infrastructure: Teslarator (3) 10ebbor10, AseaHeru, Happerry
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DolosusDoleus

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Re: Frost Race: Dubrovich Thread (Prelude Turn 3/5: Design Phase)
« Reply #37 on: November 10, 2019, 09:08:24 pm »

Prelude Revision Phase: Small Arms

Proposal: Teslarator
Quote
Utilizing the principles and insights of Tesla, we have repaired the damage the Jarnskeggi wrought in their attack upon us. Taking parts and innovation from the Pigeon class airship, the Teslarator consists out a central steamcore boosted by gas, which provides plentiful power and heat. Unlike the pidgeon, the Teslarator utilizes coal gas, which is generated by steam hubs located away from the central assembly. This allows them to be placed close to our coal mines, as gas is much easier to channel than coal is to carry. As an added benefit, the waste heat of the process greatly improves heating on the outer edges of the settlement.

Difficulty: Very Easy [+2]
Result: 1+5+2 [8] = Average

Once again we were able to use the scraps of ruined Pigeon airships to our advantage, scrapping their steam cores and using them to restore temperature levels to livable standards within the colony. This Teslarator, named in honor of the great inventor himself, it utilized coal gas produced as a byproduct of coal mining as a fuel source, allowing the extra coal to be used to power other machinery around the colony. Although this technology could not be used to power the colony's central steam core, the additional power kept many workers assigned to the outer edge of the settlement mostly safe from frostbite and hypothermia.

It is now the Design Phase

After we repelled the initial attack on the colony, we had a brief period of respite where we were able to rebuild the colony into a livable state. Though we lost many to the frost before the central steam core was brought back online, and even more to small bands of straggling Jarnskeggi, we managed to build up a ramshackle defense and started sending out scouts to ascertain the raiders' movements. But for two months, there was a relative peace. Soldiers equipped with the EHR-6 Rifle laid waste to the bandits still foolish enough to come after us in small groups, and we thought we were safe.

Then, a small detachment of scouts returned to Dubrovich with a dire warning. A warband of Jarnskeggi were coming directly for us, armed with strange armaments and machinery never before seen. Firearms capable of rending a man asunder at close range, tubes that sprayed liquid fire out to a range of 20 meters, and most worrying of all, an armor-plated vehicle trundling along on treads, impervious to our weaponry. You are charged with designing an artillery unit. It is unknown where these bandits acquired this strange technology, nor how they were able to design it despite previously being equipped only with pre-frost era weaponry.

Spoiler: Preliminary Designs (click to show/hide)
Spoiler: Cities (click to show/hide)
« Last Edit: November 10, 2019, 09:28:12 pm by DolosusDoleus »
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Aseaheru

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Re: Frost Race: Dubrovich Thread (Prelude Turn 3/5: Design Phase)
« Reply #38 on: November 10, 2019, 09:59:57 pm »

Quote from: EGR-1
Intended to give one of our units the ultimate in portable firepower, the EGR-1 utilizes accelerator coils to launch warheads massing 200grams in one of four flavors: being HE, Anti-armor, Smoke, and Shot. The weapon is designed to be fired with either single shells loaded in or, when grounded, from a top-mounted gravity fed magazine.

The weapon is powered from capacitors within the stock or from an external port, typically connected to a back-worn capacitor bank, which is what allows for the range of about 300m when fired indirectly, or 50m in direct-fire.

Quote from: Grenade, Series, Rifle, 60mm, version 1
The GSR60v1 series of rifle grenades are designed to give every soldier with a EHR-6 the firepower of a light artillery piece. Designed to fit over the muzzle of the EHR-6, the soldier grounds their rifle and fires out to ranges in excess of 200m in indirect fire, or 50m when fired fairly normally. It should be noted that our soldiers are not to brace it against any part of their body.

Warheads include HE, Anti-armor, Smoke, and a utility round capible of holding whatever is wired to it.

Quote from: DRC Mod. 1
The Dynamic Reaction Cannon is, after our engineers obsession with electromagnitism, a fairly tame design. Take a cannon, lop off its breach, and load a rocket into it that is engaged with the rifling and you have to all intents and purposes a recoilless cannon. Make warheads utilizing the  Foerster Effect(developed by Max Von Foerster) and you can go through decimeters of armor.

The DRC Mod. 1 is a 100mm version of this system, with two barrels mounted vertically and a modified EHR-6 for sighting, all mounted on a sled mount.

Quote from: Ernst Gun
Infantry may be the king of the battlefield, but artillery is its queen. Enter the Ernst Gun, a 100mm artillery piece taking the form of a fairly standard 100mm QF gun with accelerator coils lining the barrel, increasing the velocity of its heavier-than-expected shells. The gun is primarily designed as a howitzer operating at fairly short ranges in indirect-fire roles, but is capable of direct fire, as evidenced by its ammunition choices including case-shot alongside its more standard HE, Smoke, and Shrapnel shells.

Power is provided to a battery of these guns from a specialized generator cart holding a steam core.
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TricMagic

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Re: Frost Race: Dubrovich Thread (Prelude Turn 3/5: Design Phase)
« Reply #39 on: November 15, 2019, 05:21:15 pm »

Rail Cannon

The Rail Cannon is a device some 100 mm in diameter, loading steel/titanium alloy poles. The Barrel is made up of conductive materials, and wrapped around this are coils. This in turn is mounted on a truck-bed, and can be angled to control the fire angle.

When loaded, these iron poles are launched via a rail, being accelerated by the coils. This makes the poles move a tremendous speed. crashing through anything in it's flight path, before finally expending it's energy in crushing force. It has a 10 to 60 degree firing angle, with upwards of 300 miles range at the full angle. However, to achieve that regularizes a higher charge, and 45 degree angles are sufficient for up to 200 miles. And at lower angles, it's range drops to 50-140 miles. However, if fired into a forest with it's pointed pole, it will pierce through near everything in that range.

It's effectively a very power kinetic weapon. Nothing truly fancy, just electricity and sheer force. A Rail Cannon can be delivered by it's attached truck to it's location, so while it does not have the best mobility due to it's size and the need of clear paths, it's range allows bombardment of areas held by an enemy. Or attackers, if placed defensively.

A good portion of the parts are insulated with wood to prevent discharge into the cabin, acting as the base supports for when it is in it's lowest position, the angle it is transported in.



It requires quite a few people and equipment to reload it, so one shot a minute is likely the best/worst case.
« Last Edit: November 15, 2019, 05:36:35 pm by TricMagic »
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Doubloon-Seven

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Re: Frost Race: Dubrovich Thread (Prelude Turn 3/5: Design Phase)
« Reply #40 on: November 15, 2019, 07:44:47 pm »

Quote from: M1 Traction Howitzer "Beetle"
Wheeled vehicles, it seems, have recently gone out of style. By which I mean they all skidded off the ice and into a ditch. Shame, really. We've discovered that caterpillar treads, of the sort they used to use on tractors when arable land existed, actually do quite well on frozen ground.

After overhearing someone argue that artillery would be effectively immobile nowadays with horses all too vulnerable to the chill, the designer who'd come up with this fact grew a disconcerting grin.

The resulting prototype is a several dozen ton beast of a vehicle, with two wide sets of caterpillar treads supporting a steam engine, artillery gun, and crew cabin. The steam engine takes its fuel from a coal tender that juts behind the treads, accessible through a hatch. The power it generates is devoted mostly towards moving the treads, but must also power an air compressor that lends force to the pneumatics that elevate the gun.

The crew consists of the commander, a driver, an engine-tender, a gunner, and a loader, all of whom are protected by 20mm of armor. While it gets in the way of loading, a closed cabin is necessary to maintain acceptable temperatures within the Beetle's cabin. The gun itself is 100mm in caliber, firing conventional HE shells to a maximum distance of 6 miles. While capable of direct fire, this is not advised as the cannon is only capable of three rounds per minute, and carries no other weaponry for defense.

Quote from: Votes
EGR-1 (0):
Grenade, Series, Rifle, 60mm, version 1 (0):
DRC Mod. 1 (0):
Ernst Gun (0):
Rail Cannon (0):
M1 Traction Howitzer "Beetle" (1): DoubloonSeven

Seriously though, these temperatures are going to kill horses unless we give them some incredibly puffy coats. May as well get some vehicle experience with a workaround.
« Last Edit: November 16, 2019, 03:06:57 pm by Doubloon-Seven »
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Happerry

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Re: Frost Race: Dubrovich Thread (Prelude Turn 3/5: Design Phase)
« Reply #41 on: November 16, 2019, 06:34:08 pm »

Quote from: Votes
EGR-1 (0):
Grenade, Series, Rifle, 60mm, version 1 (0):
DRC Mod. 1 (0):
Ernst Gun (0):
Rail Cannon (0):
M1 Traction Howitzer "Beetle" (2): DoubloonSeven, Happerry
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TricMagic

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Re: Frost Race: Dubrovich Thread (Prelude Turn 3/5: Design Phase)
« Reply #42 on: November 16, 2019, 07:13:06 pm »

Auto-repeater Artillery Cannon

The Auto-repeater Artillery Cannon is a 6.56 inch diameter barrel boasting a coil accelerator around it's barrel. This accelerator, along with a piston, fires a either a missile  out to 3 miles. Or a  42 pound cannon ball through 1 Mile, f you've decided to aim it front-facing. What makes it a repeater is the fact the ammo is loaded in a rack. When the piston that pushes the cannonball into the barrel retracts back to position, the next drops in.

They are meant to mostly be stationary emplacements, defending an area with extreme kinetic prejudice. Likewise, they are cheap to produce, only having pneumatics for adjusting the angle and firing direction, and the piston, along with the accelerator coils. Each one can be either linked up to a vehicle for power, or the electrical grid for city emplacements.

They're expected to be capable of firing once every five seconds so long as power supply is uninterrupted, and the rack is kept fed with ammo. Radios are used to coordinate fire on an area, and the number of shots will destroy whatever is in that area.

For set up, the parts can be delivered to position, and long metal screws spun into the earth. Or for city positions, simply welded into place as it is assembled.

Below is a description of the missile for long range bombardment.

Using HE as the bomb, they should fly well, and deal a lot of damage. The range of the weapon is between 1 and 3 miles. Facing the weapon forward/flat sets it to fire through 1 mile instead, in which case, cannon balls are used for kinetic destruction.



Simple, and effective. We'll literally just upsizing the tech which makes our guns powerful, and as we only have this city right now.

Nice as the Beetle is, quantity of fire has a quality of it's own.

Quote from: Votes
EGR-1 (0):
Grenade, Series, Rifle, 60mm, version 1 (0):
DRC Mod. 1 (0):
Ernst Gun (0):
Rail Cannon (0):
M1 Traction Howitzer "Beetle" (2): DoubloonSeven, Happerry
Auto-repeater Artillery Cannon (1): TricMagic

Let the Rain of Iron begin~!
« Last Edit: November 17, 2019, 12:35:30 pm by TricMagic »
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Aseaheru

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Re: Frost Race: Dubrovich Thread (Prelude Turn 3/5: Design Phase)
« Reply #43 on: November 16, 2019, 10:12:24 pm »

The auto-repeater seems like toomuch of a step back fer my liking. So, gauss-assisted artillery it is.

Quote from: Votes
EGR-1 (0):
Grenade, Series, Rifle, 60mm, version 1 (0):
DRC Mod. 1 (0):
Ernst Gun (1): AseaHeru
Rail Cannon (0):
M1 Traction Howitzer "Beetle" (2): DoubloonSeven, Happerry
Auto-repeater Artillery Cannon (1): TricMagic
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Doubloon-Seven

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Re: Frost Race: Dubrovich Thread (Prelude Turn 3/5: Design Phase)
« Reply #44 on: November 19, 2019, 06:27:46 pm »

Quote from: Votes
EGR-1 (0):
Grenade, Series, Rifle, 60mm, version 1 (0):
DRC Mod. 1 (0):
Ernst Gun (1): AseaHeru
Rail Cannon (0):
M1 Traction Howitzer "Beetle" (3): DoubloonSeven, Happerry, 10ebbor10
Auto-repeater Artillery Cannon (1): TricMagic
Spoiler: Ebbor is lazy (Image) (click to show/hide)
This counts, I think. If not, yell at ebbor and/or myself until it gets repealed.
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