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Author Topic: Refit and Repair, Nemorland, Spring, 1890, Production & Deployment Phase.  (Read 22075 times)

Madman198237

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Re: Refit and Repair, Nemorland, Pregame Turn 1, Revision & Refit Phase.
« Reply #105 on: July 31, 2019, 12:10:36 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 :
(3) Enhanced Survivability Ship Construction Methods: Kashyyk, Vostok, Madman
(2) 6”/45 QF M1890 Vostok, Madman
Ships (4 Dice)
() Freedom-class Protected Light Cruiser :
() Aegis-class Coast Defence Ship :

How many?
(3) Two technologies: Kashyyk, Vostok, Madman
() One technology:
() One ship:
() No designs:
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Aseaheru

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Re: Refit and Repair, Nemorland, Pregame Turn 1, Revision & Refit Phase.
« Reply #106 on: July 31, 2019, 03:10:53 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 :
(4) Enhanced Survivability Ship Construction Methods: Kashyyk, Vostok, Madman, AseaHeru
(3) 6”/45 QF M1890 Vostok, Madman, AseaHeru
Ships (4 Dice)
() Freedom-class Protected Light Cruiser :
() Aegis-class Coast Defence Ship :

How many?
(3) Two technologies: Kashyyk, Vostok, Madman
() One technology:
() One ship:
() No designs:
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Wozzy

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Re: Refit and Repair, Nemorland, Pregame Turn 1, Revision & Refit Phase.
« Reply #107 on: July 31, 2019, 03:20:41 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 :
(5) Enhanced Survivability Ship Construction Methods: Kashyyk, Vostok, Madman, AseaHeru, Wozzy
(4) 6”/45 QF M1890 Vostok, Madman, AseaHeru, Wozzy
Ships (4 Dice)
() Freedom-class Protected Light Cruiser :
() Aegis-class Coast Defence Ship :

How many?
(4) Two technologies: Kashyyk, Vostok, Madman, Wozzy
() One technology:
() One ship:
() No designs:
Logged

piratejoe

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Re: Refit and Repair, Nemorland, Pregame Turn 2, Design Phase.
« Reply #108 on: August 10, 2019, 07:44:54 pm »

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.
Effectiveness: 6 | Cost: 3 | Bugs: 5

Indeed, Nemorlandian ships have always been able to take a hit, as was proven a while back with the use of the Primebrook as a target ship, an old ship, both the only one of her class and the last ship of the old fleet. Made of iron rather than steel and named after the important port city, and yet even with modern guns it took quite some time to actually see her start getting dangerously low in the water, in fact, it took so long we had to return to port because the cruiser firing at it was out of ammo. However, before continuing using the battered old cruiser for target practice, a through inspection was done to try and figure out how it was still afloat, why, and how we could apply that knowledge elsewhere. During the inspection which took place after we towed the thing back and put it in a dry dock, we gained a number of extremely important insights into her design that made it just so difficult of a nut to crack, even with the weaker armor.

This was mainly due to how her rooms were set up, she had many bulkheads and all the doors were large, heavy, and water tight. This, combined with the fact that she had a very small number of connecting corridors on the inside of the ship, as few as she needed without becoming a hindrance to the crew, along with determining just how much longer she could last before sinking gave us valuable insights, specifically the fact that she'd likely have sunk if left out at sea for another hour or two, and would have had a catastrophic flash fire if she had been actually loaded with ammo when being used as gunnery practice, however this gave a engineer an idea of how to fix all of this, at least as best as possible.

A number of pumps, combined with easy access to fire fighting equipment, repair tools, and medical aid would likely result in the ship being able to, had it revived no more damage and sailed slowly, stay afloat and get back to home. And the turrets and ammo storage reinforced in a way that, in the worst case scenario, the damage would take out the turret but not do enough to actually sink the ship, and even a preventive measure in place to reduce the chance of something like that happening also included being included.

This, with a final touch of modifications to the hull for hydrodynamics without sacrificing cost and armor and in a position where deflected shells are more likely to bounce down into the sea will surely cause all major warships of ours to be true floating fortresses. If a bit more costly in some places more than others due to the extra  precautions. Though, certainly well worth it.

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.
Effectiveness: 6 | Cost: 5 | Bugs: 2

The 6"/45 QF M1890, usually just called the M1890 for simplicity sake, is technically two important steps rather than one. It is the first gun designed specifically for the usage of more advanced propellant, specifically the smokeless kind known as Ballistite, patented only a few years ago. Naturally, this alone makes the gun show much more promise over the older models we use, and has a good range of a bit over eighteen thousand yards, or almost nine nautical miles. Quite far for such a small gun, mostly thanks to the propellant and the barrel length. Testing with a few prototypes show that, with the new ammunition, it has much greater punching power than our older and smaller guns, and even the seven inch gun we have in service using the older ammo they were designed to use. 

The gun is quick firing, and with the pair of oil pistons for recoil dampening, its able to have a healthy firing rate so long as it doesn't run out of ammo or jam, which it tends to do more often than we'd like. You see, the gun has an issue with ejecting the shells, sometimes, the manage to get stuck. They can be removed and this doesn't damage the gun or stop it from firing once the offending shell is removed, but it can be an issue, and the shells can be either fairly easy to remove to quite bothersome to attempt to remove. Other than this issue, the gun works perfectly fine and is safe to use so long as the one using it has proper training. The last thing to note is the addition of a small bit of optical aid to help the gunner hit what they are shooting at, though, not too much.



It is now the Design Phase of Pre game Turn 3. 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)

« Last Edit: August 10, 2019, 08:09:07 pm by piratejoe »
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Aseaheru

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Re: Refit and Repair, Nemorland, Pregame Turn 3, Design Phase.
« Reply #109 on: August 10, 2019, 11:14:35 pm »

 With Jilladilla's permission, I would like to submit this to supplement their torpedo design. Most of the design is because theirs is not pedantic enough.

Quote from: Blackfoot Torpedo, Addendum
Sadly, our Grand Navy has fallen a bit behind on the times... This will of course be rectified soon! But for now we will have to rely on the might of the smaller ships, of the torpedo boats, to safeguard our Nation from the dastardly Tyrant of Sothwog. The only problem is, we don't have any torpedoes. And while purchasing ours from Whitehead is theoretically an option, our proud Nation and Navy would never accept such a course of action.

Still, placing an order for a few for research and development purposes should still be acceptable, as no one will ever know what we did the end result will be a 100% original, home-grown piece of Nemorian Pride! Of course, we'll be taking it easy for this first attempt, surely a weapon with a range of 800 yards at 25 knots would be impressive, and a point of pride in that our Nation, behind as it was, could nearly match the rest of the world with our first, totally 100% our own work, attempt!

The Blackfoot is a 20" diameter torpedo measuring some 200" long from nose to twin shrouded propellers, intended to mass some 1200 pounds and bears a 250lb warhead of Picric acid-Ballistite mixture. The craft is powered via a series of tanks of compressed air which feed into a turbine engine. This engine is thus connected to the two counter-rotating propellers via gearbox and is able to be set at two speeds, the first is a 25 knot speed intended for ranges of some 3000 yards, the second is a 50 knot speed intended for ranges of some 800 yards.
 Steering is via two sets of hydroplanes, located bow and stern, and two rudders contained within the propeller shroud. Control is via two setups, a gyroscopic system for the rudders and a Pendulum-and-hydrostat rig for the veins. A panel on the exterior of the vessel covers the controls for setting both these and the gearbox choice.
 Launching is done via a breach-loading launcher tube, using compressed air for the propellant charge.
 Construction is of sheet steel with many moving parts of bronze.
 

Other proposals...

 
Quote from: Hans & McCreed 1.5"/30-3 QF
Based upon the ubiquitous Hotchkiss revolving cannon, this weapon is a rotary cannon firing common shells developed for shipboard use. Differing from most other systems, the weapon is powered not by a hand crank but by an electric motor rigged to provide a rate of fire of some 150 rounds per minute.
 Feed is via en-block clips of 10 rounds, fed into a hopper.
 

 
Quote from: Hans & McCreed Eggbert/McCreed 1.5"/30-2 ERF
Based on a system inspired by our 6"/45 QF guns by one Edward J. Eggbert, the "extreme rapid fire" Eggbert/McCreed is a twin-barreled weapon fed from two belts of common shells. On firing of one gun, the recoiling of the barrel causes the action of the second barrel to be worked, loading it. When the first barrel returns to battery, the second barrel fires, working the breach of the first barrel.
 Being a new concept, rate of fire is largely theoretical, but according to McCreed the issue is not the weapon firing too slowly, but instead it firing too quickly. That said, a rate of fire of some 1500 rounds per minute.
 To feed this rate of fire, the belts feeding the weapon hold some 100 rounds of common shells, are made of metal, and are able to be linked together on the fly.
 
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Aseaheru

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Re: Refit and Repair, Nemorland, Pregame Turn 3, Design Phase.
« Reply #110 on: August 14, 2019, 10:28:30 pm »

Before I forget again...

Spoiler: Flags..? (click to show/hide)
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Kashyyk

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Re: Refit and Repair, Nemorland, Pregame Turn 3, Design Phase.
« Reply #111 on: August 19, 2019, 03:46:34 am »

So... I feel like we ought to actually vote on something.

Quote from: 6 Dice
Proposals
(1) Blackfoot Torpedo : Kashyyk
() Hans & McCreed 1.5"/30-3 QF :
() Hans & McCreed Eggbert/McCreed 1.5"/30-2 ERF :

How many?
(1) Two Techs : Kashyyk
() One Tech and save 3 :
() One Ship and save 2 :
() Save 6 :
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TricMagic

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Re: Refit and Repair, Nemorland, Pregame Turn 3, Design Phase.
« Reply #112 on: August 19, 2019, 07:24:10 am »

I have no idea how exactly I am supposed to design a ship. Can someone please design a ship? We kinda need a ship.
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Madman198237

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Re: Refit and Repair, Nemorland, Pregame Turn 3, Design Phase.
« Reply #113 on: August 19, 2019, 08:44:16 am »

I have no idea how exactly I am supposed to design a ship. Can someone please design a ship? We kinda need a ship.

After this, we have two more pregame turns. We do not need a ship yet, and we do not want a ship yet.
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Aseaheru

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Re: Refit and Repair, Nemorland, Pregame Turn 1, Revision & Refit Phase.
« Reply #114 on: August 19, 2019, 03:36:14 pm »

Quote from: 6 Dice
Proposals
() Public Education System :
() Warrent Officer Corps :
() Harvey Armour :
() Advanced Naval training Schools :
() Polygonal Fort, Type A :
(2) Blackfoot Torpedo : Kashyyk, AseaHeru
() Hans & McCreed 1.5"/30-3 QF :
() Hans & McCreed Eggbert/McCreed 1.5"/30-2 ERF :
(1) TTWAWO : AseaHeru
Ships (4 Dice)
() Freedom-class Protected Light Cruiser :
() Aegis-class Coast Defence Ship :


How many?
(2) Two Techs : Kashyyk, AseaHeru
() One Tech and save 3 :
() One Ship and save 2 :
() Save 6 :

Quote from: That Turbine We Are Waiting On
The TTWAWO project was conceived with one goal: To revolutionize our vessels powerplants by moving away from reciprocating steam engines to steam turbines. The project aims to do this in one of two ways; to transfer power through gearboxes from a turbine to a shaft or, should development of the necessary gearboxes fail, to have turbines directly connected to the shafts. To help with efficiency, each ship should have no less than two turbines, connected to the boilers in series.
 In each case electrical generators are rigged to the turbines, either as an ofshoot on the gearbox or directly connected to the low-pressure turbine.
 The boilers, or more specifically, the fireboxes, have also received an update. With proponents of oil bursting from the ground, not some little attention has been directed to the benefits of oil-burning. As a result, fireboxes are to be constructed as hybrid fuel systems based upon the work being pioneered by James Holden in the UK on stationary engines. To this end, the fireboxes are built with an inner layer of firebrick, short superheater elements are included to further heat the steam, and the bottom of the firebox is built of a thick layer of firebrick to act as a "heat store". In operation, the ship would function as a standard coal burner until combat looms or great power is demanded. At this stage, the existing coal fire will be supplemented by oil sprayers within the firebox, producing a higher heat without also increasing demands on stokers. To further reduce manpower demand, mechanical stokers are part of this project, although at a low priority. The type most looked at is a pair of augurs feeding coal to the top of the fire from each side, fed directly from the bunkers.

Have what we where mostly waiting on, a sodding turbine.
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Madman198237

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Re: Refit and Repair, Nemorland, Pregame Turn 1, Revision & Refit Phase.
« Reply #115 on: August 19, 2019, 09:46:59 pm »

Quote from: 6 Dice
Proposals
() Public Education System :
() Warrent Officer Corps :
() Harvey Armour :
() Advanced Naval training Schools :
() Polygonal Fort, Type A :
(3) Blackfoot Torpedo : Kashyyk, AseaHeru, Madman
() Hans & McCreed 1.5"/30-3 QF :
() Hans & McCreed Eggbert/McCreed 1.5"/30-2 ERF :
(2) TTWAWO : AseaHeru, Madman
Ships (4 Dice)
() Freedom-class Protected Light Cruiser :
() Aegis-class Coast Defence Ship :


How many?
(3) Two Techs : Kashyyk, AseaHeru, Madman
() One Tech and save 3 :
() One Ship and save 2 :
() Save 6 :
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Kashyyk

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Re: Refit and Repair, Nemorland, Pregame Turn 1, Revision & Refit Phase.
« Reply #116 on: August 22, 2019, 07:19:42 am »

Quote from: 6 Dice
Proposals
() Public Education System :
() Warrent Officer Corps :
() Harvey Armour :
() Advanced Naval training Schools :
() Polygonal Fort, Type A :
(3) Blackfoot Torpedo : Kashyyk, AseaHeru, Madman
() Hans & McCreed 1.5"/30-3 QF :
() Hans & McCreed Eggbert/McCreed 1.5"/30-2 ERF :
(3) TTWAWO : AseaHeru, Madman, Kashyyk
Ships (4 Dice)
() Freedom-class Protected Light Cruiser :
() Aegis-class Coast Defence Ship :


How many?
(3) Two Techs : Kashyyk, AseaHeru, Madman
() One Tech and save 3 :
() One Ship and save 2 :
() Save 6 :
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piratejoe

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Re: Refit and Repair, Nemorland, Pregame Turn 3, Design Phase.
« Reply #117 on: August 23, 2019, 07:25:34 am »

The TTWAWO project was conceived with one goal: To revolutionize our vessels powerplants by moving away from reciprocating steam engines to steam turbines. The project aims to do this in one of two ways; to transfer power through gearboxes from a turbine to a shaft or, should development of the necessary gearboxes fail, to have turbines directly connected to the shafts. To help with efficiency, each ship should have no less than two turbines, connected to the boilers in series.
In each case electrical generators are rigged to the turbines, either as an ofshoot on the gearbox or directly connected to the low-pressure turbine.
The boilers, or more specifically, the fireboxes, have also received an update. With proponents of oil bursting from the ground, not some little attention has been directed to the benefits of oil-burning. As a result, fireboxes are to be constructed as hybrid fuel systems based upon the work being pioneered by James Holden in the UK on stationary engines. To this end, the fireboxes are built with an inner layer of firebrick, short superheater elements are included to further heat the steam, and the bottom of the firebox is built of a thick layer of firebrick to act as a "heat store". In operation, the ship would function as a standard coal burner until combat looms or great power is demanded. At this stage, the existing coal fire will be supplemented by oil sprayers within the firebox, producing a higher heat without also increasing demands on stokers. To further reduce manpower demand, mechanical stokers are part of this project, although at a low priority. The type most looked at is a pair of augurs feeding coal to the top of the fire from each side, fed directly from the bunkers.
Effectiveness: 5 | Cost: 1 | Bugs: 2

The TTWAWO project, as it is known, has resulted in the creation of an interesting engine that can potentially have use for naval vessels, and by extension, our fleet at large. Testing we have done has shown that the engines that are possible to make utilizing it are a fair deal more powerful than the older, more traditional Triple-expansion engines we have in use. Naturally, this by itself would mean that the project quite clearly bore fruit, but then, looking deeper you find a few fundamental issues which detract from the overall value of the engine, and by extension reduce the viability of it to be used for the grand, reliable and durable ships of our navy.

The first major issue is simply the cost. The design used is fairly complex, especially with the new and innovative Oil sprayers inside to aid in speed. Additionally, in fear of potential hazards of use and fires, the engine has additional material used making it fairly bulky, and a bit heavy. The extra weight by itself doesn't cause enough of a difference with its power to weight ratio to meaningfully impact ships, however. Which thankfully means that its a inconvenience at worst that could likely be patched out with ease, and allow us to focus on fixing its main issue. Unfortunately, the engine isn't that reliable, and is prone to becoming damaged when using it on full steam for more than just a few minutes.

Of course, this engine is just a test for the type, a prototype of sorts. So these issues can be hammered out in the proper design of our vessels. Though, it would be better if the first proper engine used was based on something less...expensive and unreliable. At least, forgetting about the cost and reliability, its a good engine.

Quote from: Blackfoot Torpedo, Addendum
Sadly, our Grand Navy has fallen a bit behind on the times... This will of course be rectified soon! But for now we will have to rely on the might of the smaller ships, of the torpedo boats, to safeguard our Nation from the dastardly Tyrant of Sothwog. The only problem is, we don't have any torpedoes. And while purchasing ours from Whitehead is theoretically an option, our proud Nation and Navy would never accept such a course of action.

Still, placing an order for a few for research and development purposes should still be acceptable, as no one will ever know what we did the end result will be a 100% original, home-grown piece of Nemorian Pride! Of course, we'll be taking it easy for this first attempt, surely a weapon with a range of 800 yards at 25 knots would be impressive, and a point of pride in that our Nation, behind as it was, could nearly match the rest of the world with our first, totally 100% our own work, attempt!

The Blackfoot is a 20" diameter torpedo measuring some 200" long from nose to twin shrouded propellers, intended to mass some 1200 pounds and bears a 250lb warhead of Picric acid-Ballistite mixture. The craft is powered via a series of tanks of compressed air which feed into a turbine engine. This engine is thus connected to the two counter-rotating propellers via gearbox and is able to be set at two speeds, the first is a 25 knot speed intended for ranges of some 3000 yards, the second is a 50 knot speed intended for ranges of some 800 yards.
Steering is via two sets of hydroplanes, located bow and stern, and two rudders contained within the propeller shroud. Control is via two setups, a gyroscopic system for the rudders and a Pendulum-and-hydrostat rig for the veins. A panel on the exterior of the vessel covers the controls for setting both these and the gearbox choice.
Launching is done via a breach-loading launcher tube, using compressed air for the propellant charge.
Construction is of sheet steel with many moving parts of bronze.
Effectiveness: 6 | Cost: 4 | Bugs: 6

The amusingly named Blackfoot torpedo is a torpedo that is completely original and not at all in the slightest similar to the Whitehead torpedo, in reality, its is much better and a grand improvement! Anyone who says that the torpedo is just a stolen Whitehead design painted a very dark navy blue, elongated a bit, made a bit larger in diameter, given a different propeller, and stuffed with a picric acid-ballistite mix instead of guncotten into it is clearly wrong...Or a lawyer...Moving swiftly on, the torpedo is a wondrous thing, capable of being able to keep a steady and blisteringly fast speed of not twenty five knots, but twenty six! And, its capable of a range of not eight hundred yards, but one thousand, all in a straight line at a reliable depth even in harsh weather thanks to something we call the 'black foot secret', which is a gyroscopic system and a pendulum-and-hydrostat one.

Truly, it is one of if not the greatest torpedo in the world! Though it should be mentioned one can see it in the water chugging along due to a wake in the water, and a trail of bubbles, but that was to be expected. Oh, its also a bit cheaper than expected, even with the size being increased, mostly due to the sheet steel and copper construction... Oh, and any complaints from the higher ups about the torpedo failing to meet expectations should be ignored, as it is, the torpedo is practically revolutionary.



It is now the Design Phase of Pre game Turn 4. 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)

« Last Edit: August 24, 2019, 04:18:39 am by piratejoe »
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Kashyyk

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Re: Refit and Repair, Nemorland, Pregame Turn 4, Design Phase.
« Reply #118 on: August 23, 2019, 07:41:10 am »

The TTWAWO project went fairly well I'd say. We'll need to throw a revision or two at it, but it should be a solid mainstay for a our fleet for quite some time, so I'd say that's worth it. I'm also quite pleased with Blackfoot. It exceeded my expectations.

The only other item that is potentially worth revising is the 6"/45 QF M1890's jamming issues.

We have twelve dice left, so we could build three ships. However I know people also wanted to work on some decent armour first, so we could one Tech, two Ships and a Revision instead. Or we could do two Ships and four Revisions if people think there are that many problems in need of resolving.
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Jilladilla

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Re: Refit and Repair, Nemorland, Pregame Turn 4, Design Phase.
« Reply #119 on: August 23, 2019, 01:04:44 pm »

Well that went well. Anyhow, ideas for now: As Kashyyk said we could design three ships; or design two ships and grab another tech and a revision. Or we could just do four revisions, though I don't necessarily suggest doing that; we can do revisions in the normal pre-war turn; our legacy navy would suffer a bit granted, but it would give us the strongest base to work off of.

For the ideas, there was that improved armor grade steel design we had floating around; revisions, we had a number of ideas: from turning the Blackfoot into a mine, getting a 4" version of our improved 6" QF gun, to making our new and excellent engine more reliable, or doing the same for the 6" gun.

Personally, from a dice efficiency standpoint, not doing the revision spam now would probably be the best. If we'd rather not have to deal with having to refit our legacy fleet and revising the improved versions though... Though of course, if we go with the 'One Tech + one Revision' route for spending the remaining 4 dice after budgeting for 2 ships we could still address one of the issues, probably the engines. Easier to replace guns on an existing ship than cutting out the boilers and turbines and replacing them with new ones.

Remember to bank 2 dice this turn so that we have 8 next turn for 2 ship designs.
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