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The year is 3040, and you are Daniel Holdt, Battlemech Engineer.

After leaving Janine's quonset, you bump into Bruce, your new Head of Security, who has been working hard at figuring out what's going on with the kidnapping and your suspicions about Richard and his involvement in all this. He's told you that he has something important to fill you in on, and looks like he'd like to do so in private.

Before that, you spoke to Wanda and Ilsa about the Phobos' faceplate, and the possiblity of starting a project with Wanda regarding smaller ammunition bins for use with long and short range missiles. After that, you spoke to Janine about taking over as CEO, especially with the Capellans en-route, and the need for a 'face' for the company when that meeting happens in about two weeks. She also considers asking Hatamoto to help her as her XO, but for now you've left her with a lot more work to do and a looming deadline to get it done in.

Where do you want to take Bruce to have your talk with him, Daniel?
>>
>>23549936

Archive link:
http://suptg.thisisnotatrueending.com/archive.html?tags=mechengineer+quest

Useful Links:

Sarna.net (for unit names, weapons fluff and crunch, etc.)
Camo Specs Online (for paint schemes and miniature discussion)
>>
>>23549936
Some place private and quiet. Behind some building on the tarmac works, but out of the way is the important part.
>>
>>23550012
This.
>>
>>23550012

Do we want to take Max along? Never know when a trusty dog can come in handy.
>>
>>23549936
>Where do you want to take Bruce to have your talk with him, Daniel?

Maybe our room? If it's not too far from where everyone else is.

Have a talk in private, but somewhere close enough to where that if we get shot or something others can hear it

And is this the thread that the Capellans arrive?
>>
>>23550085
>wild cappies appear

Not for weeks ingame, and we haven't timeskipped much yet.
>>
>>23550012

You and Bruce head off to the other side of the main office building, where the old storage and scrap piles are.

You both light a smoke, and Bruce scratches the back of his head.

"Alright, so I found something out. Two things, really. The first is that there's a reason Vincent's ship hasn't left orbit yet, and second, well, that can wait till I tell you the first thing.

So I did some more snooping, and wasn't getting anywhere when I got a phone call from a buddy of mine who works as a tech in the garrison's garage. He tells me that he heard some guys talking about a 'large, armed force' boarding a shuttle a bit ago, and the fact that they never came back from orbit, and neither did the shuttle. Apparently it was some kind of security force, private, and they had body armor and the works. Took lots of welding equipment with them too, I hear. I didn't get it confirmed from him, but I put two and two together that they were after Vincent, since the day he said they left puts it within the timeframe that the dropship ol' Vinnie was using would have still been in orbit waiting on jump permission, and for its ride to get there. I'm betting that the dropship is still in orbit because whoever went up there is keeping it there, with all of its supplies, for whatever reason."

He takes a long drag and lets that sink in.

"Okay, and the second thing... you remember that Banshee that was with us when we attacked the compound? I heard from him. Seems he's decided to go Merc, and is either looking to get off-planet, or to find work. Just thought you might find that interesting.

This shit just keeps getting more and more deep, don't it?"
>>
>>23550083

(you realize that Max is not with you right now. you don't recall missing him, but now that you think about it, he wasn't with you at Janine's)
>>
>>23550213
>(you realize that Max is not with you right now. you don't recall missing him, but now that you think about it, he wasn't with you at Janine's)

We should probably look around for Max.

He's always with us, so there's a reason he's gone.
>>
>>23550195

So someone hired mercs to commandeer Vincent's shuttle? Even if there wasn't any insignia, I can't imagine that the list of mercenary commands with boarding marines can be very long.
>>
Honestly, I really want to drop the investigation, or have in run in the background, it feels like it's taking up too much 'screentime' as it were.

I want to get more involved with mechs instead of rescuing a dumbass in distress.
>>
>>23550195
"Can we trust this Banshee pilot? Not a whole lot of goodwill, if you know why I mean."
Walk as we talk, to look around for Max. He was with us at Wanda and Ilsa's.
>>
>>23550195
"Oh joy of joys.

Why can't it ever be simple? I just wanted to make awesome mechs. Now I have to worry about a pile of security goons dropping on us.

Any idea which security group? Any chance you can find out if you don't know? Any clue if they boarded it or are in cahootz with someone on the shuttle?"
>>
>>23550213
>>23550237

Didn't we pen him in our office when we went off to see Hatamoto? Not sure if we collected him when we went to see Ilsa and Janine after that.
>>
>>23550195
"well shit."

Can we get the dropper impoundef or searched by the authorities? Might give some clues.

Keep an eye/tail on the piraye wanting to merc oit, see if anyone we're after bites his bait?
>>
>>23549936
MEngineer hell yes.
>>
>>23549936

Hmm... Fallout: NV, MEngineer... Fallout: NV, MEngineer...

The Mojave can wait, it's broken dice time.
>>
>>23550255
>>23550280
>>23550281
>>23550286

"Well, as far as ol' Vinnie goes, the garrison ain't gonna care, because he's black market, or probably is anyway, and someone shanghaiing him isn't their concern. Much as you probably appreciate their help against us when you got it, the reality is they are hardasses and don't give half a fuck about anything but fighting and getting paid.

As far as worrying about these goons, I wouldn't. They'll be stuck in orbit till whatever happens happens, and till then, they're out of your hair. If they come in to cause trouble, the garrison'll actually get off their ass for that."

You frown, and rub your temples.

"Max? I ain't seen the mutt. Too busy running around and skulking for you lot."

Bruce excuses himself to go get food, and you begin to look for Max.

Eventually you find him back at Wanda and Ilsa's, getting all the attention he can handle.

What now?

>>23550261

(you were getting back to work after all your talks, working on jump jet mounts for the legs)
>>
Aww yeah, best time of the week is here.
>>
>>23549936
>Before that, you spoke to Wanda and Ilsa about the Phobos' faceplate, and the possiblity of starting a project with Wanda regarding smaller ammunition bins for use with long and short range missiles. After that, you spoke to Janine about taking over as CEO, especially with the Capellans en-route, and the need for a 'face' for the company when that meeting happens in about two weeks. She also considers asking Hatamoto to help her as her XO, but for now you've left her with a lot more work to do and a looming deadline to get it done in.

Anontech, a quick clarification to bring up stuff from last time!
We are the ones that tipped the local garrison off to the eight's base, right?
>>
>>23550433

Forgot to mention, regarding the Merc Banshee pilot: Bruce seems to think you can trust him because you have Bruce, and if you recall they are friends.
>>
>>23550485

(No, they used a homing beacon on the Banshee to track it, and found the HQ that way.

At least, that's what you were told.)
>>
>>23550261
>Honestly, I really want to drop the investigation, or have in run in the background, it feels like it's taking up too much 'screentime' as it were.
>I want to get more involved with mechs instead of rescuing a dumbass in distress.

I like it.
Because keeping ourselves in business, so we don't get disappeared or hostile takeovered is what lets us keep making mechs
>>
>>23550433
>(you were getting back to work after all your talks, working on jump jet mounts for the legs)

Jump jets for the center TORSO!
because you mentioned that since we have stacked heatsinks and fusion assemblies there, there's a chance we could make a positive quirk out of it.

Also I think we should try to refine our modular armor idea, and see about halfbins(even if they dont do anything, a trait is worth it)
>>
>>23550506
>At least, that's what you were told.
This is BT, not Paranoia riiiight?

>>23550433
Sorry to deprive you ladies but I need my spirit guide, time for work.

Also pretty sure the jets were in the torso due to theengine placement an stuff.
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>>23550433

Give Max a minute with the ladies. He deserves it for being a Corgi.
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>>23550506

Thanks for the clarifiation!

I remember there were some people saying we should leak the base location to the garrison, or go hunting for the base ourself - possibly trying to split the money in the crate
>>
>>23550616
>>23550680

(ah, my mistake, yes, you are right. just checked my notes)

With Max in tow and your head full of thoughts, you head back to your office and wake up your computer.

It flickers back to full life and you sit, Max in your lap, and open the pertinent files. Jump Jet mounts were your goal this time; one last little bit to add to your masterpiece before you submit it to the Capellans to dissect.

You'd decided to use the engine placement to your advantage, and you recall from school that torso placement of the Jump Jets is often preferable to placing them on the legs due to the legs often being submerged in rivers or pools, and jets not functioning in those circumstances, and since reliability is your goal, that'd be a good thing to consider.

Decision time! You have to choose how many mounts to place. As it stands the chassis can handle up to seven, and as few as one, but anything less than three is considered useless generally speaking. And how do you want to distribute them? The Center Torso has two available critical slots, and the sides have 12 each.
>>
>>23550781

(yeah there were, but then it was decided that it was better to do work on the HZP than risk your life at the chance for some Cbills.)
>>
>>23550261
this.

Also RE: Jumpjets

CT/LT/RT JJs are always preferable if possible, since leg-mounted jets get fouled in D1 water, i.e every river ever.

Plus, you can only fit 4 jets in the legs anyway; if we pack in as many as possible, we need space for 7.

We should go work on that.
>>
>>23550790
Make all 7 mounts, 3 on each side, one on the center. Make it all symmetrical.
>>
>>23550790
>>23550820

If we're going for torso-mounted only, we could go for a symmetric arrangement; 1 CT, 3 LT, 3 RT.

While it's technically legal to mount them unevenly, I can't help but think that it'll make jump jetting awkward or stilted in some way.
>>
>>23550790
who's got the jumpy config weapons loadout on hand?

Wasn't it 4xML and as many jjs as possible and a heatsink or two?
>>
So who ended up looting the pirate hideout then? If it wasn't the cops then it must have been the PMCs. Can't remember if we asked Janine about that, it's been a while.

>Jump jets for the center TORSO! because you mentioned that since we have stacked heatsinks and fusion assemblies there, there's a chance we could make a positive quirk out of it.
We can't actually put them in the centre torso because there isn't enough critspace. But crit allocations only affect to-hit rolls. Fluffwise we can have the nozzles poke out anywhere we want to.

The mech's engine is rated to have up to 7 jump jets so we need to plan that many mounts for nozzles. I'm thinking we space them out around the back, some by the shoulders and some along the spine. Having them on the back of the leg instead of the legs puts them right beside the fusion reactor, which greatly simplifies the power connections. Keeping them out of the legs also prevents the jets from not working when the mech jumps into shallow water.

This is also the time to work out the screamer flaps. Mechanically it's just a whistle/siren with air passing through it, like what the Stukas used in WWII. Open the flaps and you get shittons of sound, close the flap and the jets return to normal. I think someone mentioned using heat resistant ceramic. If we use something materials already common in mech construction (like reactor shielding) it would make them easy to fix too.
>>
>>23550905

(you are correct)
>>
>>23550905
7 JJs are 3.5 tons
4ML are 4t total
Heatsinks are a ton each

How much free weight did we have, and can we theoretically use the rails to mount JJs?
>>
>>23550874
>Make all 7 mounts, 3 on each side, one on the center. Make it all symmetrical.

Why not two in the ct? Might as well make it POSSIBLE.
>>
That variant of the HZP was 4 medium lasers, 4 Jump Jets and a spare ton. The spare ton can be used for armour or a flamer. The mech runs hot but even though it only has the default heat sinks it can jump every turn and fire all of the lasers every second turn without overheating.

I would keep the JJs out of the centre torso. The side torso works just as well and the centre space is more valuable for weapons. For instance if you put two medium lasers in the CT then the HZP could lose BOTH arms and have BOTH side torsos shot to shreds and it can still come at you guns blazing like the black knight.

The CT is also the most durable place on the mech and the best spot to put ammo since we don't have CASE.
>>
>>23551005

Starshadow, again I must state that your rules Jewery is greatly appreciated.

Considering that this is a Pre-Clanner mech, it's broken as shit in regards to balance isn't it?
>>
>>23551005
Then just 3 slots on both sides and if you need more than 6 jumpjet slots then you're out of luck.
>>
>>23551032

There's a reason our unofficial logo is the faceplate with HI CLANNER underneath.

Speaking of which, I seem to have lost that picture. Anyone perchance have eet?
>>
>>23550874
>Make all 7 mounts, 3 on each side, one on the center. Make it all symmetrical.

A superior one might be...
up to 7 mounts. 2 CT, 3RT, 3 LT
Since we're going for modularity, this opens up a few configurations.

1: Full Jets: 1 CT, 3 each side torsos
2: Half Jets: 2 ct, 1 each side torsos.
3: Urbanmech mode: 2ct
thrust Symmetry preserved, and it makes sense since we're going for a modular-ish design.

We should have Ivan pull some jumpjets from the Urbanmech, actually, and see if there's any old design innovations we can crib from them - or at least thrust data and stuff to work with.
>>
>>23550921

(the garrison looted it, according to Bruce)
>>
>>23551002
Asymmetrical. Odd numbers of jets are always better, from a game-rules persprective.
>>
>>23550921
>So who ended up looting the pirate hideout then? If it wasn't the cops then it must have been the PMCs. Can't remember if we asked Janine about that, it's been a while.

This. Someone brought up the possibility that sellouts and double-crossing last time, and that the garrison might have been in on goddard's kidnapping
>>
>>23551080
>3: Urbanmech mode: 2ct
Sorry. 2ct (for ammoless designs) or 1 each ST.
>>
Am I to understand we are giving chrys-a-mech the ability to leap at its foes whilst screaming bloody murder?

What is you plan for when it inevitably breaks free of our control?
>>
>How much free weight did we have, and can we theoretically use the rails to mount JJs?
We don't need rails to mount them. Our torso rails are internal. JJ mounts are external with a plasma line leading from them to the engine. This way every HZP can have jets, if you don't mount the jets you just have a bunch of capped ports on the back of the mech that don't lead anywhere.

We have 7 spare tons. MLasers are a ton each, Jets are a half ton for light mechs. The current design has 4 of each and a spare ton which can be used to mount 2 more jets, armour or a flamer. All of them are equally useful.
>>
>>23551128

We build a bigger one.

DUH.
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>>23551005
i agree in prinvile, but 4 jets is inefficient.

Go to 5, or six if you must, or drop to 3 and add a heatsink and armour.
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>>23551100
>Asymmetrical. Odd numbers of jets are always better, from a game-rules persprective.

having the OPTION to put 2 in the ct is nice, though, for loadouts that don't use ammo and use less than 7.

>>23551142
Hey, starshadow, did you get those optimal weight links I sent you in the other thread? Wanted to make sure you got them since its dead now
>>
>>23551155
You're saying to make a chryssalid medium mech?

WHERE DOES THE MADNESS END
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>>23551185

You remember those Over 100-ton Gargantuan mechs that only the WoB were able to make one worth half a damn?

We'll make a Chrysalid out of it.
>>
>>23551142
I advocate 5 jets and armour.
>>
>>23551185
>>23551208
look, no.

Your enthusiasm is great, but one Chrysalid design is fine. We've cornered that nice.

Bigger mechs require different paradigms.
>>
>>23551185

With LAMS.
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>>23551168
6 is good. Its a light and really doesnt have any space concerns seeing how the only upgrades itll get are ferro and dhs.

>>23551155
>>23551208

I already have a ton of designs for a 50 tonner that are essentially upscaled versions of the phobos. They do horrific amounts of damage.
>>
>>23551245

So are you saying we should make a Tentaculat instead?
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>>23551208
That's small time, Death Star looking like HZP's faceplate, that destroys planets by screeching at them.
>>
>>23551168
>>23551267

Do you think we should add in JJ mounting spots in the CT for two jets, just in case a client/techie wants to mount two jets into there? While we may not want to mount that many JJs in that spot, it might be worth designing for buyers that will.
>>
(So it looks like you want to put the maximum number of mounts in then? 7? If you do, then unless you decide to pull some gyroscopic chicanery, you're going to have to put one mount in the CT, so keep that in mind. It doesn't spend critical space unless you install the nozzle, but you'll have to put the option in for all odd-number jet configurations.)
>>
>>23551336
>Do you think we should add in JJ mounting spots in the CT for two jets, just in case a client/techie wants to mount two jets into there? While we may not want to mount that many JJs in that spot, it might be worth designing for buyers that will.
>>23551336

Can we put an Oversized mount in the CT, just in case someone wants to put 2 there?

But make up for it by only having internal fuel feeds for 7 jets to preserve the total amount of jets it can mount?
>>
>>23551172
Yeah I got em thanks, very handy. I can see why 65-tonners like the Catapult get a bad rap. The power to weight ratio at some speeds is worse than it's closest neighbours.

>>23551245
Still, having a 50-tonner along with our light version would give us two bread and butter mechs that we can use to fund other projects.

>>23551100
To expound on this a little. BTech rules make mechs harder to hit depending on how far they move every turn. These range brackets are almost all odd numbers, so odd numbers of jets are considered more efficient. The lowest modifier is 3, so 3 JJs are considered the "useful minimum".

But even having one jet is handy for rough terrain. A single jet is all you need to descend safely from any height. For instance you could use one to perform a HALO drop.
>>
>>23551336

I'd say it's worth designing the CT to hold two jump jets. The HZP was designed around modularity and flexibility, and JJs are no exception.
>>
>>23551363

(It'd be two separate mounts, but yes, you can make room for a twin JJ mount in the CT if you want. All you are really doing is mapping internal space for the nozzles and putting tap points onto the fusion reactor as well as the armor skin for said nozzles and feed lines)
>>
>>23551422

How 'bout a 2-2-2 layout then guys? That'd work best if they don't take critical slots if not in use.
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>>23551384
RE: medium phobii; I still think we should do a heavy as our other bread-and-butter; the cappellans would love a supplier who could sell them something other than Cataphracts in this time period.

Not to mention possible periphery customers.
>>
>>23551336
The jets don't actually take up any space unless you mount the nozzles and pipes, so we can go ahead and design double centre mounts and triple side mounts. There are arguments for and against CT jump jets, this just allows for more flexibility.

So 3-2-3 mounts then for a total of 8.
>>
>>23551336
Why bother putting two in the CT? One is fine and the standard version will probably have 6, 3 per ST.

>>23551467
We dont have the bay capacity for those yet.
>>
>>23551501

It's more a matter of designing for clients that want to put JJs in the CT for whatever reason. Even though it might not be the most optimal thing for this chassis, you never know when you're going to encounter a client who simply insists on mounting JJs there for whatever reason.
>>
>>23551501
Just an example off the top of my head. Say all of your weapons are mounted on the arms and you have a total of 6 jump jets. You could put 3 in each side torso, but it makes more sense to go 2-2-2. This is because the centre jets "pad out" the critical table and make it a little less likely that torso criticals with hit the engine.
>>
>>23551501

(at least until MechBay 5 is up and running 100%)

(Also, Starshadow, I recall you asking in a BT General thread about why the bays are limited to Light/Medium/Heavy/Assault and how that works, especially considering how close say a 35 and 40 ton chassis are. I'm pretty sure I flagged MechBays 1-4 as Light/Medium for just that reason, but the other reason they can't handle say a 60 tonner is because they don't have robust enough pulleys/cables and whatnot to haul the parts necessary, and a lot if this stuff us computer controlled and if you try to operate outside of pre-determined tolerances, it prevents you from doing so. This was a Star League depot remember; everything is standardized, and everything is idiot-proofed as much as budget allows, much like in our current military. thought i would take the time to clarify that since it popped into my head, and others might want to know why as well)
>>
>>23551534
Fair enough, I forget that the rest of the Inner Sphere arent min-maxing asses like us.

>>23551538
Im sold on it now.
>>
>>23551384
from a fluff perspective for the non-Btechers;

Every Jump Jet lets the 'mech jump 30 meters in 6-10 seconds. Vertically as well as horizontally.

So, for example, a HZP packing 6 jump jets could jump 180m in the time it takes Usain bolt to sprint just over half that, or just go a few hundred metres straight up.

Also useful for zero-g manouvering.
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>>23551586
This thing can leap just shy of 2 football fields. Thats crazy.

So 8 total mounting points with screamers?
>>
>>23551501
the Heavy bay's being repaired.

We have plenty of time to build a design while we're setting up to produce HZPs, since we won't need the bay until the prototyping stage.
>>
(Okay, so 8 mounts, in a 3-2-3 R-C-L Torso config then? That seems to be the general consensus.

Screamers. It's time to decide if you really want these or not. It will complicate the roll, just like any other addition to basics has in the past)
>>
>>23551807
They seem like a terrible idea, if you ask me.
>>
>>23551422
let's go with the option for two in CT but make the stock loadout just have the one.
>>
>>23551807
ONE try, if they don't work easily, scrap 'em and go regular.
>>
Now, I'm aware that Anontech lets us fiddle with stuff that's not RAW, and maybe this has already come up, as I've only scanned the thread, but you can only have as many JJs as you have walking MP. So I'm unsure how people think we can have 8, and to be perfectly honest since 8 JJs doesn't add anything in this case, as far as move mods go, I'm uncertain why people are going for it. Sorry if this has already been covered.
>>
>>23551807

I can see it being useful for a demo model, but there may be some instances where having a loud-as-fuck scream heralding your JJ activation could be bad for the pilot. Especially if said pilot is trying to evade pursuers.

Even during the demo, it might not go over well for investors if they get ruptured eardrums due to a mishap.
>>
>>23551807
Maybe a terrible Idea, but we will bring it to terrible fruition. Bring on the screaming monster mech.
>>
>>23551807
im more in favor of having an external speaker system do the screaming for us. having it on the jets seems superfluous to me.

I also think that JJ are crucial and we dont want to fuck them up for the sake of gimmicks
>>
>>23551841
We're not actually fitting jets here. This is just making it possible to mount that many easily.
>>
>>23551685
>>23551853
He's got a point here. Can we build in an on/off switch for screaming functionality?
>>
>>23551841

The 8 mounts are probably not going to go used unless an investor wants to install a larger engine in it, this is true. However, we wanted the additional mounts so that clients can have a lot of freedom in JJ placement.
>>
>>23551841

(8 mounts, not 8 jets. the mounts are just where the jets, go; they are planning for flexibility in crit location placement. I let them play a bit loose and fast with the rules but basic structural stuff has to be left intact, and this is such a case. just to clarify)
>>
>>23551807
We seriously cant take the additional penalty from the dicegods. Basic JJ it is.

>>23551841
We arent having 8 jets, just having a highly modular design so that you can whatever you want.
>>
>>23551885
>>23551876
>>23551866
Ohhh, okay. Herp mah derp!
>>
Waitaminute, we still have like 2 weeks before the Cappies show up right? Why don't we spend that time adding more improvements and refining HZP?

Like those features we were afraid we didn't have the time for.
>>
>>23551384
>Still, having a 50-tonner along with our light version would give us two bread and butter mechs that we can use to fund other projects.

I actually wanted to try doing that air defense quad we talked about, because air assets are one thing that can seriously mess up battlemechs.
A long range, tanky, fire support quad.

AC2's with flak, -really good- sensors, LRMs linked to the sensors in such a way in such a way as to be able to shoot multiple things, a really low profile, some smoke launchers... and maybe multiple AMS units so it can shield nearby units from airstrikes

I was thinking a 5/8 at 60 tons.
>>
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>>23551078
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>>23551501
>We dont have the bay capacity for those yet.

I think anontech said we could do lighter mediums, but not exact tonnage
>>
>>23551916
feature overload drives up production costs and is bad.

Let's stay with the original breif. We have a *very* good 'mech right now, let's not accidentally fuck it up.

Plus, Ivan's already started fabricating.
>>
>>23551916

(you can certainly do this if you want. remember, the 2 week deadline was your own bragging rights, not anything Goddard made you do)

(Okay! So 8 mounts, 3-2-3, and i'm seeing some doubts about the screamers. gimme some solid yea/nays and i'll tally the first 7 votes to see what it'll be)
>>
>>23551916

Because we want a moving, shooting, terrifying show model ready to go BEFORE they arrive, so we can work as many kinks out as possible. Preferably have it go on a full shakedown. Fabbing the mech takes time, and adding features in DURING fabrication seriously fucks up the production schedule (for more info on that, look up the massive flying fuckup known as the F-35 or JSF.)
>>
>>23551841
>how people think we can have 8, and to be perfectly honest since 8 JJ

Because we are aware that you can only have 7

we are putting in 8 to have flexible loadouts, because we have a modular design, and in some cases we WANT jumpjets protecting the engine instead of spread out among the side torsos.

We have 8 mounts but can only use 7 at a time.
It makes sense when you consider thrust balancing and using less than the max.
>>
>>23551938
there's Jaegermechs for thst job, and they're *Shit*.

No AA platforms until LB-X cannom happen, if ever.
>>
>>23551952
Nay

We are building the AK47 of mechs, so Keep It Simple Stupid is in full effect.
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>>23551952

Nay for screamers.

Cool in a game, but not probably not real useful anywhere else.
>>
>>23551807
>Screamers
Hey Anontech you don't have to put Screamers on every jet. Having each jet be it's own screamer would make the pilot's head explode.
>>
>>23551938
AMS is lostech, so unless you wanna risk taking apart the AMS we found in the hopes that we'll be able to understand it enough to build more... yeah.

That being said, you can get a basetech 60 ton quad going 5/8 with 10 tons armor, and an AC/2 with twin LRM 10s. Honestly, an AA mech doesn't really need to be fast though, since the idea is for them to be more or less static and defending an area. If you want something meant to go after enemy air stuff, you use your own ASF. Lowering max speed to 4/6 lets us up armor to 11.5 tons and add another AC/2.
>>
>>23551938
>5/8 60 tonner

Are you trying to destroy our good name?
>>
>>23551952

Nay to screamers. Might be fun as a surprise optional we're working on, but not for the techdemo.
>>
>>23551952
This things going to be scary enough when it comes charging out, screamers are nice but not worth screwing over something important like jump jets. Maybe if we ever try and make a plane.

Nay.
>>
>>23552044
Whats wrong with a 5/8 60 tonner? You want a slow 4/6?
>>
>>23552071

>screamers on the LAM

STUKATIMUS PRIME.
>>
>>23552038

(I assumed you weren't, since the vibrations alone could damage internals and cause disruptions. I assumed two, one in each side torso)
>>
>>23552040
>Lostech AMS

nope. Fedsuns reintroduced it in the last year or two.

>Ac/2s and LRM10s
It's like you're actually trying to use the most inefficient weapons possible.

All AA mechs in this era suck donkey balls for a reason.
>>
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>>23550921
Running high-voltage lines across the working surface of the flap should allow an electrical field to ablate most if not all of the heat from the control surface.

And if you think magnetic shielding is expensive, it was a proposed concept for the Orbiter Shuttles to reduce atmospheric interaction during reentry. We have a fusion powerplant; more than enough power for a spare bit of plating from the inner walls of a reactor.
>>
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>>23552086
>>
>>23552081
60/65 tonners blow in general. Just build a 70 or 75. If that's too slow, do a 55 medium and be done with it.
>>
Rolled 58

>>23551993
>>23552019
>>23552059
>>23552071

(4 votes for Nay, so no screamers on the jets.

If everyone is ready, it's dice time!

Rolling design, 1d100 lower is better, for Jump Jet mounts and ports in the armor, and internal mapping for the components.)
>>
>>23551938
>>23552044

A solid medium 'mech might be a more modest goal to shoot for. We already have facilities for a medium 'mech, and the scale allows us to build a line 'mech to a mobile striker. Although I suppose it really depends on how well the Phobos performs, and whether or not we get additional commissions from the CC or other factions.
>>
>>23551993
>>23552019
>>23552059
>3 completely random people decide to start posts with "nay"
And that's not suspicious at all!

I vote yes obviously. But I would like to point out that the screamers don't have anything to do with the MOUNTS. A screamer is just a special jet nozzle mounted on the outside of the mech. It doesn't change the internal design at all. Also I don't think you guys realize just how much sound were talking about. Have you seen a video of the space shuttle launching? Now imagine if those rockets were DESIGNED to be as loud as possible.

Make the screamers a separate project to design a special jump jet. If the customer wants to add the screamer functionality they build and mount ONE of them. ONE is enough. We want intimidation, not war crimes.
>>
>>23552103
Oh of course, how silly of me. Because I'm sure one of the biggest military powers is just going to hand out a brand spanking new tech to everyone to use, especially a mechworks that supplies one of their biggest enemies, the Cappies!

And the anon who posted wanted AC/2s and LRMs, so I gave him them. No fuck I could use LBX for better results, but AC/.2s ARE actually decent AA weapons. God, its like I'm talking to CRix here...
>>
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>>23552148
>>
>>23552148
pretty middling then.
>>
>>23552148
I'm not happy or angry at this. Carry on.
>>
>>23552168
Its cool as a side project, but lets get the basic stuff down first. This is up there with the rotary srm.

also
>58
yay
>>
>>23551873
that was the original idea, go flaps-off for pre-ops and flaps-on when you need to scare the everloving shit out of your foes

anyone still like the idea of turning our JJs into a close-in defense flamer?
>>
>>23552180
Fuck Crix. He's a moron.

Regardless. Helm vore went to everyone, just because FS produced them first doesn't mean that no-one else has them either.

And don't make AC/2 or LRM 10 designs, asked for or not. They just blow too hard to be seriously considered.
>>
>>23552044
>>23552138
60 tons is the optimal weight for 5/8 move with a standard fusion engine. You get a ton more than a 55 tonner doing the same speed, can put more total armor on and have more internal structure. Now, if you want to make it 5/8/5 with a standard fusion engine then you want to go 55 tons (as JJ weight doubles at 60 tons), but for the ground speed alone 60 tons is the best.
>>
>>23552148
>Rolled 58

Not as bad as usual.
>>
>>23552138
But a 5/8 60 tonner has a whole nother ton to mess with compared to a 55 ton mech. Just cause TRO mechs have garbage designs doesnt mean the math makes them useless.
>>
>>23552044
>Are you trying to destroy our good name?

Battletech noob here, is this a bad thing? if so, why?

I thought 4/6 was kind of bad becuase you want odd movements and extra movement to handle bad terrain
>>
>>23552168

Anontech DID ask for a yea/nay vote.

At any rate, we can just affix external speakers to achieve the same effect, or make the screamers an optional add-on IF the Phobos sells well.
>>
>>23552252
Better LRM 10s than the 5s you people seem fixated on putting on the Phobos! And if you're seriously going to over look the AC/2s one decent selling point just because they suck at everything else then I don't know what to tell you. Anyway, instead of criticizing, why don't YOU make a mech then, see if you can do better.
>>
>>23552201
>>23552220
>>23552222
>>23552226

Because of your initial choice for a modular, rail-based design, the internals are very easy to map around, and thusly the 8 mounting points are easily added to the chassis.

Max has fallen alseep by now, several hours after you start your CADwork, and your stomach gives a bit of a rumble. It's around midnight now maybe after you'd wager, and the kitchen is closed. So if you want grub, you gotta make it yourself. But first you have to relocate sleeping puppy.

What's on the docket, Daniel?
>>
>>23552315
Gently relocate the puppy, grab some food from our fridge, then smoke a cigarette and get some fresh air.
>>
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>>23552315
write down our thoughts on the screamer nozzles and an on/off function before doing something else - maybe a time-skip, Iunno, I always show up too late for these things
>>
>>23552305
Deimos U WOT M8

Mass: 60 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Power Plant: Unknown 300 Fusion Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Standard Armor w/ CASE
Armament:
4 Medium Lasers
4 SRM-4s
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 99 points 6.00
Engine: Fusion Engine 300 19.00
Walking MP: 5
Running MP: 8
Jumping MP: 0
Heat Sinks: Single Heat Sink 12 2.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Standard Armor AV - 169 11.00
CASE Locations: 1 LT, 1 RT 1.00
Medium Laser RA 3 1 1.00
Medium Laser LA 3 1 1.00
2 SRM-4s RT 6 2 4.00
2 SRM-4s LT 6 2 4.00
2 Medium Lasers CT 6 2 2.00
@SRM-4 (25) RT - 1 1.00
@SRM-4 (50) LT - 2 2.00
Free Critical Slots: 34
>>
>>23552315
>>23552315
I wanna time skip to the Cappies, we pretty much finished HZP 3 threads ago, I'm kinda wanting to see how it'll go over.

The wait is killing me, if I wasn't already a Lich I'd be too busy being dead to post.
>>
>>23552252
>And don't make AC/2 or LRM 10 designs, asked for or not. They just blow too hard to be seriously considered.
Blackjack. Solid medium, able to contribute in a mech v mech fight while also keeping a pair of guns free for AA duty. The AC/2 is fine as a supplemental weapon, just never count it as the main gun outside of AA duty.

The LRM 10 does have problems compared to a pair of 5s, assuming normal ammo (some of the special stuff in TacOps favors the larger racks, but that's not likely to be relevant here). It does have the advantage of dumping all the damage in one to-hit roll (making it more likely you'll hit 20 damage in a given turn), and having at least one 5-damage cluster on average (which is much better at stripping armor from a location than the 3-damage cluster expected from a LRM 5). For AA duty the 5s would indeed be better (as just getting a hit is more important than the smack that hit carries, hence AC/2s being good AA guns).
>>
>>23552315
get some of that brisk night air. (after relocating puppy of course.)

I think we should go ahead and time skip until right before cappies show up. lets keep this shit rolling
>>
I wanna time skip to the Cappies, we pretty much finished HZP 3 threads ago, I'm kinda wanting to see how it'll go over.

The wait is killing me, if I wasn't already a Lich I'd be too busy being dead to post.
>>
>>23552409
How is that in any way an AA mech? None of its shit goes out past 9 hexes.
>>
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>>23552409
I thought the Deimos was going to be that nasty as nails battle armor?
>>
>>23552315
I think its time skip...er, time.
>>
>>23552315

After eating, relocate puppy and sleep, I say time skip to the clan people coming to see our design.

(I forget the name other than it starts with a C)
>>
>>23552436
>>23552423
Unintentional double post, I assume?
>>
>>23552305
LRM 5s are actually the most tonnage and damage-efficient LRM pack, thanks to favourable weight and cluster hit tables.

Besides. I've made plenty of good designs that got favourable comments in these threads. More so than your latest suggestion has.
>>
>>23552305
Well. We don't have LRM10s yet. Just 5's in stock.

I was envisioning a compact, defensive brick we can plant one or two of in a city to support the phobos. Maybe even get some ECM equipment from the capellans.

Anyway. I think our next project should be a 20 tonner.

A 20 tonner using Richard's design principles. Make it as small/cheap as possible, but DEFINITELY fuck around with making his proto-endo concept work. That's something nobody else has now, and if we can make it not be a BITCH to use, then it can improve our later designs.
>>
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>>23552452
that it is.
>>
>>23552437
Huh? AA is bad on mechs, Im throwing out a decent 60 tonner.

>>23552443
I was just using the name to keep with the martian theme. Literally threw that together in 3 minutes
>>
>>23552409

How do you get the text printout from SSW anyway?
I can't seem to find the button for it
>>
>>23552431
You make a good point about LRM 5s vs 10s for AA duty, I hadn't thought about it like that. In that case, I'd change it to 4/6 2x AC/2 4xLRM5, 1 ton ammo for the ACs and 2 for the LRMs, with 2 extra SHS. Can run and fire everything and be heat neutral.
>>
Sorry about the double post, 4chan kept freezing when I was posting.

'connection error' or some other bullshit
I think Quick Reply is fucked or something.
>>
>>23552463
>Clan people

NO NO NO

CLANS = Omnimech assholes that invade in a couple years

Successor states = people we deal with regularly

we are talking to the capellans
>>
Hey I just did some research, found some neat things. It takes two things to make a whistle:

1. An air current
2. A narrow blade that cuts into this current

What happens is the blade causes the current to split and form vortexes which vibrate the air, creating sound. The volume of the sound depends on the flow. The pitch of the noise depends on the length of the resonance chamber. And the sound can be amplified by feeding it through a cone or horn shape.

This basically means that we barely have to modify the jump jets at all! All you need is:

1. A valve somewhere in the jet that channels a tiny portion of the thrust down a secondary duct.
2. A whistle mounted in the duct that vibrates to produce sound.

That shouldn't be too hard an engineering roll.
>>
>>23552511
Im ghetto, I copy and paste the relevant Text TRO thingy
>>
>>23552539
He means the cappie scu-
...Er, representatives.
>>
>>23552409

How do you get the text printout from SSW anyway?
I can't seem to find the button for it


>>23552423
>I wanna time skip to the Cappies, we pretty much finished HZP 3 threads ago, I'm kinda wanting to see how it'll go over.
If we're gonna time skip, there's a few things I want to do first/as we do that:

Improve the jumpjet mountings/design, so we actually GET that positive quirk - have ivan pull a JJ from the Crazy Ivan for testing
Make halfbin designs for another - flexibility was one of our big selling points for the cappies, and they love their alternate ammo
Mess around with the lostech computer down below, see if it has any clues to why the heavy bay is offline.
Resolve the investigation - we REALLY need to get goddard back. If that means hiring the banshee pilot and going to kick some ass, lets do it. I STILL think we should call the Blockade Ships and ask for help with a missing persons case.
>>
(Okay, I'm seeing a lot of calls for a time skip.

I thought this might happen, so I want to put it to a vote. Yes, it seems 4chan is derping right now, I just got a connection error trying to post, so any post that's worded exactly the same as one prior will be disregarded in the vote, just in case.

If you are in favor of a timeskip, vote Yea. If this happens, then you need to decide what Daniel is going to do for 2 weeks till the Capellans arrive, and I'll let you know what happens.

If you don't want the skip, vote Nay, and things will continue on as they are.

Counting the first 8 votes that don't seem necessary to disregard.)
>>
>>23552511
File -> Export mech -> to TXT (Text)
>>
>>23552620
Yea

Spend time ironing out any kinks in the design and improving our social li- I mean relationships with our coworkers
>>
>>23552620

>>23552409

How do you get the text printout from SSW anyway?
I can't seem to find the button for it


>>23552423
>I wanna time skip to the Cappies, we pretty much finished HZP 3 threads ago, I'm kinda wanting to see how it'll go over.
If we're gonna time skip, there's a few things I want to do first/as we do that:

Improve the jumpjet mountings/design, so we actually GET that positive quirk - have ivan pull a JJ from the Crazy Ivan for testing
Make halfbin designs for another - flexibility was one of our big selling points for the cappies, and they love their alternate ammo
Mess around with the lostech computer down below, see if it has any clues to why the heavy bay is offline.
Resolve the investigation - we REALLY need to get goddard back. If that means hiring the banshee pilot and going to kick some ass, lets do it. I STILL think we should call the Blockade Ships and ask for help with a missing persons case.
>>
>>23552479

(actually, you do have one LRM10 in stock)
>>
>>23552479
Dracs have endo now.

Also, "brick" is the last word that'd describe any 20tonner, ever.
>>
>>23552620

YEA

And try to fix any glitches while also giving Ivan the plan so he can build an example of the thing.
>>
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>>23552620
do a 'Take 20' on designing the screamer jets
>>
>>23552616
These are good ideas. Lets do this during the time skip.
>>
>>23552620
Yeah go for the time skip.

Keep getting updates for the investigation, help out where we can on the base, keep talking with coworkers, and pretty much put on the last touches on the design overall.

>>23552664
We don't need a positive quirk on every damn part of the mech. It's fine as is.
>>
Anyone else getting posting errors?

I know it's tempting to timeskip but we should REALLY figure out what's going on with Goddard. We are sitting on so many leads right now and if we skip 2 months all of them will go cold for good. Like Vincent's dropship in orbit.

We can use the time to work on stuff like the split bins.

>>23552616
Hit the one called "Copy text to Clipboard" and then paste it into notepad.

>>23552629
Yes, basically all you are doing is adding a pressure release valve in the form of a whistle. The other way is the method you described. Instead of venting plasma into the whistle, you project the whistle INTO the plasma stream.

Both have the same end result, but the first one is mechanically simpler.
>>
>>23552683
>fix any glitches

I mean >>23552648
>Spend time ironing out any kinks in the design
>>
>>23552620
Yay.

>>23552616
>Resolve the investigation - we REALLY need to get goddard back. If that means hiring the banshee pilot and going to kick some ass, lets do it. I STILL think we should call the Blockade Ships and ask for help with a missing persons case.

No we don't, in fact there's a very good chance he's dead. The police force refuse to help us and we're a Mech company, not a bunch of PI's. We already decided Janine is going to take over his roles.

We've had him dead/missing for twice as many threads as he's actually been around for. Since we haven't been contacted about him, we should assume he's dead instead of running the company into the ground looking for him.
>>
>>23552620
vote to time skip = yay for me.

in the interlude Daniel should help oversee the construction of the show model with Ivan, keep an eye on the process of switching the CEO-ship (making sure it happens mainly), and spend some time looking at llsa's art for INSPIRATION!!
>>
>>23552620
YEA VERILY! As for what we do.... I'd say try to get in contact with Bruce's friend about hiring him on as additional security. IF and only IF Bruce is certain that we can trust him not to be leading us into a trap, like, going to open fire on everything on his first night on duty. That and I think our head man wanted us to give him some time while he works on the Phobos' head/cockpit, so we should probably help with that.
>>
>>23552697
>Anyone else getting posting errors?

I kept getting CONNECTION ERROR about 15 minutes ago.
>>
>>23552620

Voting Yeah.

I was responding to earlier timeskip suggestions, but got like 5+ posting errors and connections errors, and my post is apparently one right before yours, here
>>23552616
Voting Yeah, with those stipulations

Brush up HZP, finish up the small things that ALWAYS come up every thread but we never have time to do. (jj quirk, halfbins, starshadows list of features)
Resolve the investigation - have a get together with everyone, figure out if there are any resources we can reach out to/buy off to get goddard back before he leaves the planet/system. We have info, but not enough to ACT upon - if we're skipping, include the action too.
Some experimentation into the lostech we have, the computer, and updates on the heavy bay repairs
See if we can hire the banshee pilot to stand around and look pretty for the delegation, so they take us a LITTLE more seriously.

Just a general update on all those little sideprojects would be great.
>>
>>23552697
>follow leads
good point, sleuthing is just a little boring so I think we all forgot about poor Goddard with the idea of seeing our baby come to fictional life got put on the table
>>
>>23552648
>>23552683
>>23552689
>>23552695
>>23552706
>>23552709

(Okay, vote to timeskip two weeks passed!

Now you all need to decide what Daniel will do for those two weeks. I will make it easy for you; in order to keep it simple, you can select two MAIN PROJECTS he is going to work on for at least 8 hours a day, and four OTHER ACTIVITIES he is going to concentrate on (social stuff, whatever). Build a list and that's what we'll have Danial do with his interlude.)
>>
>>23552697
>I know it's tempting to timeskip but we should REALLY figure out what's going on with Goddard. We are sitting on so many leads right now and if we skip 2 months all of them will go cold for good. Like Vincent's dropship in orbit.

Agreement here.

Like.

Maybe not a timeskip?

But a more fast-paced play by play of how the cookie crumbles over the next day or so would be nice

. Instead of a big scene for every decision, and elaborating on what we do on an hourly bases, maybe have a boardroom decision on what to do and then do it and react further.
A bit faster than we're going, but timeskipping and ignoring it is TOTALLY wrong
>>
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Did someone say... SPLIT BINS?!
>>
>>23552762
Halfbins and their feed system
Rotary srms

-See if our resident cyborg capellan wants to be XO
-uhh, just be a decent socializing person I guess?

>>23552816
Jesus starshadow, thats awesome.
>>
>>23552762

Can we, perhaps, instead assign people to other projects?
>>
>>23552762
Main Projects.

Working with Bruce and following up all the leads we have on Goddard that we can. As well as any leads with Janine that correspond to Richard and his family.

Futzing with Phobos, adding all the little niggling cool features we talked about and reworking anything that isn't perfect.

Other activities.

Spending time with Janine and helping with her workload when we're free.

Designing and making the split-bins with Wanda's help.

Spend time with Ivan and Ilsa during the fabbing of HZP, answer questions they have, all that stuff.

Spend a bit of time off, get to know the other workers, play with the puppy, chat with Hatamoto.
>>
>>23552816
You ran with my idea; mathematical.
>>
>>23552673
>Any 20 tonner, ever

That sounds like a challenge. 20 ton quad, Standard Fusion engine, 9.5 tons hardened armor. That's equivalent to 146 points of standard armor, and with a head that can survive a date with an AC/20 hit. Endo-Steel structure, 5/8 base move (reduced to 5/7 by the hardened armor), three ERMLs and an ERSL cooled by 10 DHS. Only slight problem might be the Small cockpit, but the quad chassis balances out that and the armor's PSR penalties (and the critpacking of the head and CT with the lasers makes it a bit safer to ride in).

There. A 20 tonner with more durability than most mechs twice it's weight.

sage because this is personal "Can I do this" SSW tinkering and is not relevant to the thread
>>
>>23552762
Hatamoto's INFERNO LAZOR
>>
>>23552816
Starshadow, dug up an old post of yours:
>Extra cockpit cooling
This wouldn't necessarily involve adding MORE heatsinks. Just shape the system in such a way that the cockpit takes priority. The total amount of heat is less but the pilot feels less of it.
> Pilot seat shock absorbers
Pretty straightforward.
> Cockpit red dot
We need to source out some reflector gunsights, shouldn't be too hard if the technology is still used.
> Jaw-visor for cockpit window
This is to allow better pilot visibility AND protection without the downsides that come with each one
> Half-bin ammo containers
So you can load two types of ammo at once.
> Jump Jet hardpoints
Pretty sure we haven't done this yet. We will need this for some of the designs.
> Penniform myomer architecture
This is for strength/stability when moving and pilot comfort.
> Utility water system for firefighting/rescue/hazmat etc
Just giving the HZP the ability to act as a water heater would be good enough for utility purposes. Anything further just involves mounting some Fluid Guns

Is any of this worth spending time on?

Things I want us to explore:
Lightweight SRMs!
Halfbins!
Seeing if we can't rig a Predator Mode onto the medium lasers we already have, instead of designing our own
Exploring Hatamoto's Pet Project
Diagnose the Urbie and see if there's any crazy design stuff we can crib from it - like the uac 5, but in its computers, software, or design.
>>
>>23552762

Here are my proposals for OTHER ACTIVITIES:

>OTHER ACTIVITIES:

1.) Keep tabs on the former Bandit Banshee pilot. It's probably not going to sit well with most of the staff if we hire him on as security, but if we more on-site muscle for whatever reason, having him (and the Banshee) around would be nice.

2.) Work closely with Ivan to ensure the smooth construction of the Phobos. I have no doubt that they're skilled, but this is our towering metal baby! We need to make sure it turns out right.

3.) Social stuff. Keep making buddies on base, and talk with Janine and Hatamoto to try to smoothen the (temporary) CEO situation out.

4.) Keep up status updates with Bruce. If he uncovers vital information about Goddard or stuff, we might want to see if we can dedicate an 8-hour period to see if we can do anything about it.
>>
>>23552899
>That sounds like a challenge. 20 ton quad, Standard Fusion engine, 9.5 tons hardened armor. That's equivalent to 146 points of standard armor, and with a head that can survive a date with an AC/20 hit. Endo-Steel structure, 5/8 base move (reduced to 5/7 by the hardened armor), three ERMLs and an ERSL cooled by 10 DHS. Only slight problem might be the Small cockpit, but the quad chassis balances out that and the armor's PSR penalties (and the critpacking of the head and CT with the lasers makes it a bit safer to ride in).
>There. A 20 tonner with more durability than most mechs twice it's weight.
>sage because this is personal "Can I do this" SSW tinkering and is not relevant to the thread

Sorry, sorry, you're mixing up the ideas.

The quad brick was a 60 ton AA mech idea.

I want to make a 20 ton using the 140u from the spider, and richard's terrible but innovative idea - because lets face it, if it costs a million cbills to fabricate, we can cut that down a LOT by using a smaller design
Not a brick, not for sale or a production model, but an internal prototype to get this shot down and assess its viability.

This is for AFTER the hzp gets to market, and would go in between designing another REAL design.
>>
>>23552983

Am I the only one who thinks that a lot of trouble with Goddard could be averted by fixing richard's math and sending the mech designs back to him as a bribe?
>>
>>23552983
I forget, what was Richards innovative idea?
>>
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>>23552999
"Hey, this is crazy, but I fixed your bugs, so send back Goddard maybe?"
>>
>>23552999
you are saying we try to salvage the mech equivalent of windows ME
>>
>>23553025
Endo steel
>>
>>23552915
Using the utility water system in conjunction with jump jets, it might be possible to produce a cloud of superheated steam. I'm not sure if that's a useful enough function to justify the weight of a fluid container.
>>
>>23553025

(pseudo Endo-Steel, using honeycomb internal structure that WOULDN'T need zero-G manufacturing to construct.)
>>
>>23553027
Is there any way we could port Windows ME onto Richard's mech?

Then we publicize Richards design to the public, for free.
>>
>>23553025

Richard was on the verge of designing a rather crappy version of Endo-Steel internals.

I think the jist of it was that the chassis was indeed lighter and had the distinctive honeycomb structure, it was so terribly designed that a 'mech would have to be specifically built for it. Hence, no variants or modifications would be possible for the 'mech in question.
>>
>>23553042
hot smokescreens have numerous battlefield utilities
>>
>>23552915
Lemme redo the list again.

>Extra cockpit cooling
Redundant, unless we do something very special above and beyond "extra".
> Pilot seat shock absorbers
This would be a huge selling point.
> Cockpit red dot
We can do this later when we build the mech because no engineering is required.
> Jaw-visor for cockpit window
Save this one for the 50-ton HZP. The Phobos isn't big enough because idea hinges on the fact that the "lower jaw" is the window, instead of having all of the teeth being windows.
> Half-bin ammo containers
See above.
> Jump Jet hardpoints
Done! We still need to do the screamers, but that should be an easy job.
> Penniform myomer architecture
Did we ever get around to this? I know we did the flat myomer but I can't remember if we did this too. Penniform and flat myomer do very different things.
> Utility water system for firefighting/rescue/hazmat etc
We did the weapon specs already but did we also do calculations for vehicle flamers? Should be simple enough.
>>
>>23553025
>I forget, what was Richards innovative idea?

He made Endo steel. And rolled a 100 doing it.

Its an innovative start, but he implimented it terribly.
>>
>>23553058
>(pseudo Endo-Steel, using honeycomb internal structure that WOULDN'T need zero-G manufacturing to construct.)

If we're a startup, we WANT cool shit like this to give us an edge over the established competition.
Hence, why we should at least EXPLORE making his idea work

.>>23553117
>We did the weapon specs already but did we also do calculations for vehicle flamers? Should be simple enough.

We did not. They're 0.5 tons each, but i believe anontech said we couldn't partial load a tank for some reason, so actually DOING it would require our halfbin project
>>
>>23552762
I don't like the timeskip, because I think we're going to miss important things, but my vote is too late.

Main Projects:
1. Remaining small improvements to HZP
2. Work with Bruce on finding Goddard and his kidnappers.

Activities:
1. Richard's pseudo-Endo Steel
2. Half-bins for missiles and feed systems with Wanda
3. Small Laser Array with Hatamoto
4. MRM's
>>
>>23553166
look, the proto-endo was in all respects, crap. Especially with real endo now extant.

It would have destroyed our reputation, not enhanced it.
>>
>>23553198
>look, the proto-endo was in all respects, crap. Especially with real endo now extant.

Where are you getting that its real now? Its still super rare/doesn't exist.

Endo isn't commonplace yet, helm JUST got released to everyone
>>
>>23553166

It might be worth dedicating an "OTHER ACTIVITY" slot to exploring Richard's honeycombed internals idea, at the very least.

If the HZP gets accepted and production starts, we can start dedicating more time to that.
>>
>>23553117

Alright, here's how were gonna do it.
Everyone fill out one of these, and we will compile a master list out of it, just like we did for the weapons discussion

MAIN PROJECTs:
1)
2)
Extra Main Projects If We Are Ahead Of Schedule Due To The Dice For Some Reason/ To Do List For Next Month

ACTIVITIES
1)
2)
3)
4)
Extra Activities, if for some reason things are resolved fast / long term projects
>>
>>23552762
>(Okay, vote to timeskip two weeks passed!

Anontech!

Can we please take this one week at a time during the skip?

Instead of doing it ALL at once, give us a little bit of time to react and roll?
>>
>>23553213
Helm was released a decade ago. It has proliferated everywhere, and by now, 3040, the only stuff that isn't starting to get produced is ECM And BAP, which happens in 3044.

Pseudo-endo is a bad, bad, pointless idea.
>>
>>23553257

(I don't mind splitting the fill-in into a 'WEEK 1' and 'WEEK 2' format, sure.)
>>
>>23553234
MAIN PROJECTs:
1)half bins
2)rotary srm

ACTIVITIES
1)inferno lasers
2)keeping up to date on the goddard case
3)helping out whenever with HZP fabbing
4)social stuff

>>23552867
Dis be me
>>
>>23553264
>Pseudo-endo is a bad, bad, pointless idea.

Well, what is it?
Stop saying its bad and fill us in on WHY its bad
>>
>>23553278
>>Pseudo-endo is a bad, bad, pointless idea.

Excellent! Thank you. This should make things a lot more doable
>>
>>23553264
But the Pseudo-Endo doesn't require Zero-G manufacturing facilities. It could potentially provide a compromise between true Endo Steel and Standard in terms of cost and weight savings.
>>
>>23553166
Half-bin vehicle flamer ammo would be really easy. It's just pressurized liquid. Having the ability to carry two types is very handy because they can load anything from acid to firefighting foam.

Main Projects:
1. Split bins with Wanda
2. The smaller HZP engineering improvements like shock absorbers

Activities:
1. Follow up on Goddard (we don't need to spend 8 hours a day on this)
2. Screamers
3. Predator mode with Hatamoto
4. Coworkers/Hiring new Coworkers
>>
>>23550195
>So I did some more snooping, and wasn't getting anywhere when I got a phone call from a buddy of mine who works as a tech in the garrison's garage. He tells me that he heard some guys talking about a 'large, armed force' boarding a shuttle a bit ago, and the fact that they never came back from orbit, and neither did the shuttle. Apparently it was some kind of security force, private, and they had body armor and the works. Took lots of welding equipment with them too, I hear. I didn't get it confirmed from him, but I put two and two together that they were after Vincent, since the day he said they left puts it within the timeframe that the dropship ol' Vinnie was using would have still been in orbit waiting on jump permission, and for its ride to get there. I'm betting that the dropship is still in orbit because whoever went up there is keeping it there, with all of its supplies, for whatever reason."

This is worth highlighting, because we need to get this down sooner than later.

So as far as I understand it....
vincent's ship is in orbit, and a shuttle with a boarding team is ALSO going into orbit?

I think we need to get in touch with that ship asap. If they have goddard, maybe we can ransom him back to us before he gets shot in a boarding action
>>
>>23553264

On the other hand, Endo-Steel equivalents that can be constructed in non-zero G facilities might be rather nifty. It would certainly impact its availability and cost.

>>23553234
>MAIN PROJECTS:

1.) Work closely with Ivan/Hatamoto/Dieter/Janine/other staff to ensure that the construction of the Phobos gets done right. There should be no guesswork if we're around answering their questions, and we can be there to make minor modifications if need be.

2.) Work with Bruce and Janine to see if we can get any other information on Goddard (i.e. where was he taken, why he was taken, who took him) and gauge whether we can viably act on this information and remain alive.


>OTHER ACTIVITIES
1.) Explore Richard's plans for mech internals. See if we can't design it to not be god-awful.

2.) Keep tabs on the Banshee guy. We may need extra muscle in the future, or he may get hired by the same people who kidnapped Goddard.

3.) Grinding Social Links: Check in with Janine to see if she needs any help with the CEO stuff, and work with her to smooth out stuff with Hatamoto in case he's not 100% on acting as XO. Also socialize with other people on base.

4.) Half-bins.
>>
>>23553373

(i can't take a stance one way or the other, but what Richard was attempting was to construct a chassis that has similar qualities to Endo-Steel but that DOES NOT require orbital zero-G manufacture. The down side was it has to have fixed hardpoints for components, so much so that variants are very difficult to make, and field refits are impossible. It was improperly engineered, and a dead-end the way he had it set up, so your investigative results told you a few threads ago when you checked it out.)
>>
>>23553278
>(I don't mind splitting the fill-in into a 'WEEK 1' and 'WEEK 2' format, sure.)
>>23553311
>>23553429

Hey guys! update your lists! We get more time to take care of all the shit we want
>>
>>23553424
Composite structure, but that comes out 3061 by the Davions.
>>
>>23553438
sudden thought, Pseudo-Endo Steel plus Rail-Mount Hardpoints

you can't change your hardpoints or anything, but you can change the loadout and reprogram the gyro
>>
>>23553373
It is prohibitively expensive.
It is unmodifiable.
It is dificult to repair.

It has never, ever shown up in the actual universe, despite lack of proper endo, for precisely these reasons. It. Is. Shit.
>>
>>23553278
>>23553278
>I don't mind splitting the fill-in into a 'WEEK 1' and 'WEEK 2' format
Ok!

MAIN PROJECTs:
1) Work with Bruce to find Goddard
2) Improvements to the HZP >>23553117 as well as positive quirks for JJ

ACTIVITIES
1) Split bins and feed systems with Wanda
2) Pseudo-Endo Steel idea from Richard's work
3) Improved and simple laser-tag mode with Hatamoto (also known as Predator Mode)
4) Build mockups of the Torso Rail System and faceplate with Ivan and Ilsa.
>>
>vincent's ship is in orbit, and a shuttle with a boarding team is ALSO going into orbit?
Wait a minute, ship's can't leave the system without a Jumpship right? So Goddard is still here! The PMCs grabbed Goddard and Vincent and hijacked Vincent's ship!
>>
>>23553480
>sudden thought, Pseudo-Endo Steel plus Rail-Mount Hardpoints
>you can't change your hardpoints or anything, but you can change the loadout and reprogram the gyro

Bingo. Thats exactly what i was thinking

Just because richard is incompetent doesn't mean we can't improve on his idea
>>
>>23553517
So...
Omnitech?
>>
>>23553473
Completely different concept.
>>
>>23553510
>Wait a minute, ship's can't leave the system without a Jumpship right? So Goddard is still here! The PMCs grabbed Goddard and Vincent and hijacked Vincent's ship!

I've been saying this for threads and threads and threads!
We NEED TO ACT on the investigation information before goddard leaves the system!
He never did!
We knew this for days his ship left the planet but didn't leave!

This is WHY i have been saying we should PHONE UP the people who searched his ship on the trip in system and ask for their help with a missing person's case! Or at least TALK to them
>>
(Just to clarify, the week1/week2 thing doesn't mean you get to add more projects. It just means you get to CHANGE what projects you select in case something happens that prompts you wanting to do so. I'm not asking for two separate lists, i'm saying you have a chance to react and change up your priorities if something happens in week 1 that you want to react to.)
>>
Richard's design is kinda like something that will exist later in the setting. It's called "composite internal structure". Basically it's the same weight of endo-steel but takes double damage because it's more "hollow" and fragile.

That's not a terrible idea for an industrialmech, but for combat mechs it has obvious drawbacks.
>>
>>23553510
>! The PMCs grabbed Goddard and Vincent and hijacked Vincent's ship!

Also!
Hold on.
Anontech, did we ever get clarification on which of the stories was true?
We had two conflicting versions, one which ended with Vincent dead and shot.

I forget, but i think one of them would have been confirmed by his ship still being there.

Can you shed some light on this first?
>>
>>23553448
>>23553311
My list stands. I want to get this show on the road.

>>23553510
Space cops should really get this info.
>>
>>23553424
No it can't.

It's a deadend.
>>
>>23553537
>>23553537

Nowhere near.
>>
>>23553550
I should have picked up on this earlier but my head has been full of mech stuff and I forgot how BTech FTL technology works. It's basically teleportation based and only certain ships can do it. Everything in the Skvorec star system that didn't leave with the last Jumpship is still here.
>>
>>23553564

MAIN PROJECTs:
1) Small improvements to HZP(JJ quirk, starshadow's convenience list, the time-lapse video)
2) Work with Bruce on finding Goddard and his kidnappers AND developing resources we can use to go get him(richard's crest, ).

Extra Main Projects If We Are Ahead Of Schedule Due To The Dice For Some Reason/ To Do List For Next Month
x) Reverse Engineering Lostech Crap Fulltime.
x) New mech Ideas
x) setting up a weapons development lab wing

ACTIVITIES
1) Lostech facility investigation: See whats in the systems we can use, and clean it up so it doesn't arouse suspicion during the visit, explore reverse engineering feasability without damaging anything YET
2) Half-bins for missiles and feed systems with Wanda
3) Reaching out to other people on/off the planet for more info - garrison, blockade, bansheemerc, and seeing if the cappies will be willing to bring us anything such as help or a strike team to rescue goddard, if any of ivans friends are coming have them bring some Freezers, maybe try to find a test pilot. (or more likely having a secretary do it FOR us)
4) Assess Pseudo-Endo viability
5) Dont Let Janine Go Crazy With Added Responsibilities During Crunch Time

Extra Activities
x) Hatamotos project (he said this was after HZP)
x) Boresight laser aim
x) Small laser Array
x) utility water system/fluid gun calcs
x) cockpit stabilizers and shock absorbers
x) Investigate The Crazy ivan for Things We Can Use
x) fix up the spider and base defenses in case we get attacked or something
>>
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>>23553625
Second
>>
>>23553585
>Space cops should really get this info.
(we think they're comstar, since they were looking for lostech contraband on vincents trip in but we also dont know that in character, so we should be ready to bribe them for any assistance they render - but they should be able to tell if there's any other ships in orbit since they've BEEN here this entire time)

>>23553585
>I should have picked up on this earlier but my head has been full of mech stuff and I forgot how BTech FTL technology works. It's basically teleportation based and only certain ships can do it. Everything in the Skvorec star system that didn't leave with the last Jumpship is still here.
>>
>>23553574

(no, you never got confirmation one way or the other. though, given the info you have, they could both be true)
>>
>>23553617
-swappable weapons
-hard-to-access-internals
-reprogrammable gyro
Sounds like omnitech to me.
>>
>>23553689
>(no, you never got confirmation one way or the other. though, given the info you have, they could both be true)

Remind us what the rumors were again, please? its been like 5 threads
>>
>>23553699

What we have is more in common with the Mercury than omnitech.
>>
>>23553668
Comstar *are* the space police, functionally.
>>
>>23553668
I know the phone company was looking for lostech. Even paid Vincent to search his cargo. Dunno if they are the space cops too or not. All i know is the info needs to go to some kind of authority t search the shit out of the dropship and shuttle before a jumpship decides to come by.
>>
>>23553758
>Comstar *are* the space police, functionally.

Well fuck that why haven't we gotten ahold of them already?
>>
>>23553708
Spaceport said Vincent left for orbit with his ship (or at least someone matching his description). Bruce says his pirate gang killed Vincent and abducted Goddard and his ladyfriend who works radar at the spaceport says his ship is still sitting in orbit.

I'm more inclined to believe Bruce because he was there and presumably saw this happen. This would mean Vincent is dead and Goddard was taken alive. Goddard is almost certainly STILL alive because if Richard wanted Goddard dead he would have just told the Bruce and the gang to do it and ship him the body.
>>
>>23553737
No, what HZP has is like the Mercury.
This is like shitty IS omnitech. Which is how IS tech should be.
>>
>>23553708

(the first one was that vincent was seen leaving the spaceport with his ship.

the second was that vincent was shot and killed by the bandits when they took goddard from the hotel)
>>
>>23553625

Awesome. Has my support.
>>
>>23553772
Because they would kill us for innovation and exposure to lostech.
>>
Look, Goddard dissappeard in thread 6 or so, we're already on thread SEVENTEEN. If we haven't found him by now, chances are he's already dead.

Everyone who's obsessed with finding him are ignoring the fact that he could be very well dead by now, and finding a corpse would do nothing, except waste even more time.

I just want to put the whole situation to rest so we can move on already, and hopefully achieve a pacing better than Dragon Ball Z.
>>
>>23553699
The rails make it easier to move things around and swap them out, but it's not plug-and-play like an Omnimech is. The Gyro doesn't automatically adapt like an Omni's does, and you have to still get in there and wire everything (instead of the preexisting power/control ports Omnipods work with). You also have to reprogram the computer for the weapons and their placement, instead of the automatic job an Omni does.
>>
(Would Anontech please archive this thread now? Nearing 300 posts)
>>
>>23553859
Confirming Goddard is dead would have legal ramifications for the ownership of his company. That's part of the reason why it's so important to find him.

We need to finish and sell the Phobos, but we ALSO need to make sure our asses are covered legally so we can run the business without too many shenanigans.
>>
>>23553699
it's like comparing the original Model T to a brand-new Ferrari Enzo.
>>
>>23553850
>Because they would kill us for innovation and exposure to lostech.

but we're not TELLING THEM THAT.
All we need help with is a missing person.
Its not like we're inviting them to go tour our secret base, only for "hey guys in orbit can you help us?"
>>
>>23553882

(done, good call)
>>
>>23553926
Anontech I think were ready to move forward. So far it looks like the primary activities will be finishing the mech and covering our asses legally with Goddard and the company.

We can re-assess priorities after the first week.

Also what do you think of my split bins? >>23552816 I know you were slightly opposed to the idea in previous threads. Is there anything that stands out as being problematic?
>>
>>23553859
If goddards alive, he could give away big ol secrets, like the lostech we are sitting on which will probably get us killed as well. If we find the body, great, we can move on. If hes alive, we beat his ass senseless and move along as well. Also Im pretty sure we need to cement our company legally for transferring ownership.

Guys, brilliant idea, lets forward the shitty endo stuff along with the crest and dropship intel to Comstar. Itd be sweet justice if Richard got a visit from the phone company.
>>
>>23553986
>Also what do you think of my split bins? >>23552816 I know you were slightly opposed to the idea in previous threads. Is there anything that stands out as being problematic?

I think he was uncertain if there should be a MECHanical(yo ho ho) benefit, even if they are a good idea its breaking with the rules.

I'm of the mind that we should try anyway, because I think there's a quirk for good ammo bin storage, and anything we can do to make ourselves more sellable is great.
>>
>>23553986
glorious
>>
>>23553986

(you were all having a debate and I didn't want to interrupt. there are times to step in as GM and times not to, I feel.

Yes, it seems like I could build a list of what you will be doing for two weeks out of all this easily enough. I was just waiting to see if this debate was going to lead someplace I might have to mediate over.

I wasn't opposed to the half-bins, I was skeptical about bucking the rules, but since they have cracked that egg already with half-ton MG ammo, I don't see why not. Making dual-bins is gonna be tricky though. even MMLs have separate bins)
>>
>>23554000
>Guys, brilliant idea, lets forward the shitty endo stuff along with the crest and dropship intel to Comstar. Itd be sweet justice if Richard got a visit from the phone company.

Oh holy shit.
Yeah "this guy was fired for being bad and is now sending mercenaries to kidnap his former boss, can you help us? "
>>
>>23554065
>I wasn't opposed to the half-bins, I was skeptical about bucking the rules, but since they have cracked that egg already with half-ton MG ammo, I don't see why not. Making dual-bins is gonna be tricky though. even MMLs have separate bins)

Oh. So there's TWO seperate ideas here.
can we use one as a stepping stone to the other?

Also its funny you should mention MML's, I was hoping that halfbins+lightweight srms(and trying to apply that to LRMs later) would lead to MMLs in a few years time
>>
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>>23554069
second?
>>
>>23554069

I can't tell if you're being sarcastic about Anon's idea, or if you're seriously agreeing with it.
>>
>>23554000
pffhahahaha oh god.

In regards to Comstar I think we just need to give them a call like Anon has been suggesting. Consider the following:

1. Comstar boarded Vincent's ship to check it out, and even paid him. So they know him and his face.
2. They also know that being a weapon merchant he has a stockpile of gear.
3. If we phone up Comstar and tell them VIncent is missing and presumed dead, they should at the very least give his ship a call.
4. If Vincent is dead, who are they going to put on the phone?

Worst case scenario nothing happens. Best case scenario Comstar phones the ship and goes "who the hell are you pirates and what did you do with Vincent?".
>>
Rolled 14

Damn. Missed it.

Reading furiously.
>>
>>23554000
>>23553895
He was still alive we'd be fucked already, the fact that we've been left alone after the bandit raid means that they don't know shit. He wouldn't spilled the beans by now if they were interrogating him.


Fine then, we hire a PI and have him team up with our security guy and have his group look for him in the background, then we can have *trained* people look for him, while we do actual engineering work.

Either way we can take focus off of him and actually move the plot forwards.
>>
>>23553919
they probably know. They read all the mail, tap all the phones, and are basically space illuminati gestapo.
>>
(well, do you guys want to deal with this new revelation before locking down your timeskip priorities?)
>>
>>23554201
Yes, but do we need to spend 8 hours a day on looking for Goddard? That should be one of our secondary activities. It's mostly just talking with other people and letting them do their jobs.
>>
>>23554185
so why haven't they done anything yet?
>>
>>23554000
>Also Im pretty sure we need to cement our company legally for transferring ownership.

I don't think we really want to STEAL the company from him if we get him back, but we DO want to cover our asses in case we DON'T

>>23554130
I'm so glad someone FINALLY listened.
This is excellent, and entirely why I've been suggesting it this whole time, so please do it.
>>
>>23554174
Not necessarily. Mercs were probably paid to grab him and thats it. Richard doesnt know about the cache but he could find out.
>>
>>23554235
because they don't give a fuck.

In a galaxy of ubciuntable trillions, one guy going missing is just another tuesday. No one cares.
>>
>>23554174
>He was still alive we'd be fucked already, the fact that we've been left alone after the bandit raid means that they don't know shit. He wouldn't spilled the beans by now if they were interrogating him.

Working theory is that the Mercs are being paid by Richard to buy the engine for his BABY SPECIAL PROTOTYPE and kidnap his boss for petty revenge and/or hostile takeovers all in one trip.

>>23554234
>Yes, but do we need to spend 8 hours a day on looking for Goddard? That should be one of our secondary activities. It's mostly just talking with other people and letting them do their jobs.
This is why I asked if we can assign tasks for the people we have on hand.

I want it to happen, which means we really need some personal involvement.

Its an opportunity we can't squander. If we lose him now, we're fucked, but we'll have opportunities to make mechs later.

>>23554201
>(well, do you guys want to deal with this new revelation before locking down your timeskip priorities?)

I dont think we're going to change our priorities, but the revelation may change how we approach it. Does that make sense?
>>
>>23554234

(no? your MAIN tasks were the thing you had to spend at least 8 hours a day on. the other stuff was just whatever, and I was going to extrapolate what happens from that list, but now you're all debating about calling AT&T down on the dropship for justice and cake, which is fine, but i also don't want people getting impatient with all the debate, so if you guys don't figure out what you're gonna do soon and codify it i'll figure it out for you based on what's been said so far to get things rolling for next time.)
>>
>>23554245
Yeah, by interrogating him. The fact we're not under attack means he hasn't revealed anything to them, if they haven't found out by now, they're not going to.

>>23554201
Have OTHER people look for him, we're the sole engineer, we're not in charge of the 'finding Geddard comitte', we should be putting in abosolutely zero personal effort, with the people in charge of the operation reporting to Janine, while we actually do our real job.
>>
>>23554318
>(no? your MAIN tasks were the thing you had to spend at least 8 hours a day on. the other stuff was just whatever, and I was going to extrapolate what happens from that list, but now you're all debating about calling AT&T down on the dropship for justice and cake, which is fine, but i also don't want people getting impatient with all the debate, so if you guys don't figure out what you're gonna do soon and codify it i'll figure it out for you based on what's been said so far to get things rolling for next time.)

Anontech, calling AT&T is ALREADY on our list.
The thread is just realizing WHY its on our list is all

>>23553625
>3) Reaching out to other people on/off the planet for more info - garrison, blockade, bansheemerc, and seeing if the cappies will be willing to bring us anything such as help or a strike team to rescue goddard, if any of ivans friends are coming have them bring some Freezers, maybe try to find a test pilot. (or more likely having a secretary do it FOR us)
The blockade ships being space AT&T. Sorry if I wasn't clear.
>>
>>23554327
That will require hiring more staff or bringing in an actual PI firm; we've barely got the staff needed to get the prototype done, so that means everyone has to put on two or three different hats.
>>
>>23554318
>>23554344

Also, calling AT&T and looking for goddard kind of overlap in time spent. Its kind of why I put a 5th activity in.
>>
>>23554318
I think were all just a little confused on the timeskip mechanics. Let me simplify the list a bit. One sec...
>>
>>23554374
>I think were all just a little confused on the timeskip mechanics. Let me simplify the list a bit. One sec...

Would you be a dear and put x)developing extra ammo types, like smoke lrms, down on the Activities For Later section?
I forgot it when I made the list originally
>>
>>23554327
Goddard isnt some trained badass, he will cave. This is indicative that the Mercs arent actually doing anything to him.

But I agree, PI is not an 8 hour project. Thats delegation to Bruce and calling Comstar.
>>
>>23554359
No, we've got Bruce to do that shit for us. We're a fucking engineer, we have zero experience in finding missing people.

Do you hire a police officer to build a tank? No, so you don't have an engineer do detective work, either

>>23554415
That's my entire goddamn point, if they were interrogating him, chances are he would've spilled the beans already, meaning we're already fucked.
>>
>>23554415
>>23554415
>But I agree, PI is not an 8 hour project. Thats delegation to Bruce and calling Comstar.

Its not clear whether the Main Project is indicative of just OUR time our our entire COMPANY's time.
If its a company project, then I think its worth 8 hours of expenditure to nip it in the bud NOW.

I ALSO think that we need to develop resources of our own to try to get him back if comstar FAILS to help. Then we're on our own and helplessly screwed.
Which means we need to put the effort in to getting SOLUTIONS down NOW, instead of JUST information.

also, I like having daniel on the case. Everyone can benefit from having mister smartypants guiding them
>>
>>23554488

(your time. I was asking about Daniel; the NPCs aren't really yours to control, nor do you run the company, so you can't really order anyone to do anything)
>>
>>23554488
Its our personal time. We bend the laws of physics to our will and construct death incarnate. But we are not that fucker from the show Numbers.

>>23554415
We are argumentatively argeeing with each other...this is funny.
>>
Okay I shaved down the list because there was a lot of overlap. Depending on how the first week goes we can change these items later.

MAIN PROJECTS:
We are an engineer so we should devote most of our time to engineering stuff.
1. Finish all of the smaller engineering tasks we still have to do on the Phobos like vehicle flamers, screamers, shock absorbers etc.
2. Half-bins for missiles and feed systems with Wanda

ACTIVITIES
1. Work with Bruce and the crew on finding Goddard with the realization that he is still here and Vincents ship was taken over by the people who abducted him. Tie up loose ends and enlist Garrison and maybe Comstar.
2. Coworker time, socializing for sanity and companionship. Look into hiring new coworkers.
3. Lostech facility investigation: See whats in the systems we can use, and clean it up so it doesn't arouse suspicion during the visit, explore reverse engineering feasability without damaging anything YET
4. Investigate the mech design Richard left behind, including his pseudo endosteel analogue

Extra Main Projects
x) Reverse Engineering Lostech
x) New mech Ideas
x) setting up a weapons development lab wing

Extra Activities
x) Hatamotos energy weapons project (he said this was after HZP)
x) Boresight laser aim
x) Small laser Array
x) fix up the spider and base defenses in case we get attacked or something
x) Specialty missile ammo types
>>
>>23554555
I like it, seems reasonable.
I really wanna see how Hatamoto's project turns out.
>>
>>23554555
This. As much as I want my rotary srms, this is by far the best approach and most flexible.
>>
>>23554555

(the screamers were already voted against, but the list seems legit to me otherwise.

sign it if you agree guys)
>>
>>23554555
Seems legit.
>>
>>23554555
Seconding this.
>>
>>23554555
That's fine.
>>
>>23554630

(addendum: you can remove the shock absorbers from the list too; i keep getting sidetracked from telling you this but they are standard. a pilot's chair is much like a trucker's seat in a big rig; it has its own suspension system)
>>
>>23554555
>1. Finish all of the smaller engineering tasks we still have to do on the Phobos like vehicle flamers, screamers, shock absorbers etc.

I really want to see what that jump jet quirk is - and I would rather not have it get forgotten about just because you didn't put it on the list in the phobos summary. Its also the reason i pushed for a second JJ in the center torso - if having them in that location helps contribute to a positive quirk, then we want as many as possible there to hedge our bets.

Other than that, its what I was trying to say except far more concise.
you're 2 for 2 on that so far. We make a good team, you and I. ( Idid the big weapon list too a few threads back)
>>
>>23554630
bullshit, Anontech, screamers got taken from demo inclusion to side project; it's not even very technically complicated aside from materials engineering as has been discussed
>>
>>23554694

Also, does anyone want to play some MWO while the thread is going on?
I seem to recall people were playing it before.
>>
>>23554630

I'm tired of watching people argue about schedule and placement of non-essential parts.

TIME SKIP
>>
>>23554705

(but it was, earlier. i'm not telling you that you can't put them on the Phobos, I'm just concerned that they are on this list when the consensus earlier was to not add them when the roll was being made for the mounts, so I don't want things being added or included that people already voted against. i'm just trying to be fair and keep things straight.)
>>
>>23554733
Fuck your timeskip.
We're not going to let ourselves get fucked over because of your impatience.
>>
>>23554630
Seemed to me like people were only against the idea because it would have made the dice roll harder. If my research is correct all we would need to do is poke a hole in the jumpjet, add a valve and attach a whistle to it. But poking a hole in a rocket isn't something you do lightly!

The idea does have merit so we can do it later. It seems complex enough to be considered a separate project.

>>23554649
I think down the road we might be able to combine the cooling and shock absorber ideas. A pilot command pod-within a pod that sort of isolates them even farther from the rest of the mech. But without the usual drawbacks for cramped spaces. Might b cool? I'll give it some though.
>>
>>23554768
>(but it was, earlier. i'm not telling you that you can't put them on the Phobos, I'm just concerned that they are on this list when the consensus earlier was to not add them when the roll was being made for the mounts, so I don't want things being added or included that people already voted against. i'm just trying to be fair and keep things straight.)

I think that since Modular is the key phrase for the Phobos, that having the OPTION to make screamers is a-okay - since it seems like they would be able to be turned off easily...

... but bling comes come AFTER the bells and whistles are perfected
>>
>>23554768
Yeah, and we had a sizable number of people going for screamers previously.
>>
>>23554768
only voted against screamers out of fear of the dice gods and it was merely demoted to side project. It still is a side project amongst the ironing out of the design.
>>
>>23554555

(Alright, this then, due to votes. The fine details can be ironed out later.

As it stands right now though, it's almost 10 at night, I have had no dinner, and am getting cranky due to sitting down too long and no food, as well as my gf having a rough day and me not being able to at least cuddle a bit with her or something, so it's good this stuff is sorted for now. we'll pick things up next time, and use this list as the basis. I have it in my notes, and will open with the Week 1 synopsis as I promised, then let you all decide if you want to mix it up for week 2, okay?)
>>
>>23554777
No, fuck your OCD. we're not going to get fucked over because of pissing on about trivial, meaningless minutiae.

This is Engineering quest, not obsessive compulsive detective quest.
>>
>>23554788
>I think down the road we might be able to combine the cooling and shock absorber ideas. A pilot command pod-within a pod that sort of isolates them even farther from the rest of the mech. But without the usual drawbacks for cramped spaces. Might b cool? I'll give it some though.

I wanted, at some point, to make a half-torso cockpit for a really tanky mech. basically like a commander's cupola hatch on a tank, one that could drop the cockpit into the torso and pilot from sensors if the pilot felt the need to get out of the heat for some reason.
>>
>>23554777

Sorry for not wanting 75% of the thread being about schedule maintenance.
>>
>>23554816
Sounds good. In the future why not just delay the quests and have your dinner before? The first two hours between 5 and 7 tend to be the slowest anyhow.
>>
(yeah, I'm wrapping this up for tonight; tempers are getting a bit to warm for my taste. and I really don't feel like watching this thread/quest explode, even though i can only do so much to prevent it. it's archived, Q&A time while i start fixing us food.)
>>
>>23554829
>Sorry for not wanting 75% of the thread being about schedule maintenance.

Oi.

We're doing this so we don't have to spend each THREAD doing 1 day for two weeks for of time.
Since its a weekly quest....
>>
>>23554904

That would mean starting at 7, which isn't that much earlier than the 9 I was starting at before, and those threads were ghost towns by comparison. it usually works out because she cooks, but this week she has been on massive overtime, and is tired every night, so i'm trying to help her out a bit. it's circumstantial)
>>
>>23554823
>Engineering
>Not involving massive amounts of OCD
I see you haven't met an engineer when they find something they're interested in.
>>
>>23554816

Real life before RP, anontech.

Be well!
>>
>>23554948

(sticking around for a bit while i make dinner, just not running anymore tonight)
>>
>>23554938
This, I wouldn't mind if we ran this quest more often, but devoting 1/2 a thread to playing detective once a week is grating.

>>23554946
I also haven't met an Engineer who spends half his time doing detective work.
>>
>>23554946
Most engineers I know are too drunk to care.
>>
>>23554908
Don't worry about it too much. Most of the frustration seems to stem from not being able to understand the quest mechanics. But to be fair no one has run a quest like this before.

>Engineering
>Not involving massive amounts of OCD
This is what engineers ARE. It's because of copious amounts of OCD that the brakes in your car don't fall off and the bridge you drive over to get to work doesn't fall down in a stiff wind. And even then shit happens, just look at the Tacoma Narrows.
>>
>>23554823
That's exactly the kind of attitude that skips over seemingly innocuous but important details which results in project delays down the road.

>>23554829
We're doing the scheduling now so that we can get the next few weeks in-game properly mapped out, since we can't make any changes until an entire week in-game has gone by. We won't know that we need to change priorities or make changes until a week has gone by which could prove to be too late with the investors (the Capellans and the other Periphery States) coming in a few weeks time.
>>
>>23554972

Whatcha making, anontech?

And thanks for running the quest
>>
Our character doesn't spend much time investigating. It just seems that way because we spend IRL time dealing with the dialog. The actual time passing in the game is very short, a conversation here and there at most.

>>23555004
I think weekly schedules like this are going to help Anontech greatly because it gives him time to plan and lets him know where he can skip time. Before we did this things functioned okay except for the speed of story posts because he had to advance the story in "real time" accounting for every action.
>>
>>23555000

I didn't want to post stats and meta like that; I decided to run a quest that had GM rolling for everything, to make it faster (no need to take averages and stuff, streamlines everything) so you all could concentrate on making mechs or RPing with NPCs and living Daniel's life. There seem to be two schools of players in this quest, and catering to them both is rewarding, yet taxing.
>>
>>23555056

Something that my culinary background is angry at me making but I don't have time to make anything fancier.

'Cajun chicken noodle stuff' is the best way to describe it, probably.
>>
>>23555118
>culinary background

haha wow!
I asked because I have one too, and was curious what you were making
Chef-anon hi-5!
>>
>>23555167

I'm so loathe to call myself chef it's not even funny. Only 4 years in the trade, got a late start, and no culinary school. I got what I got though experience instead, which I chose to do because I'm poor and couldn't get the paper either way, and the area I started in preferred experience to credentials (lots of self-taught owners and whatnot).

But high-five. It's a crazy life and a fickle career we have chosen.
>>
>>23555093

The schedule thing is just for this, and any other timeskips that happen to help me streamline things. Everything else will be 'real time' as much as I can manage it.
>>
>Making dual-bins is gonna be tricky though. even MMLs have separate bins
Oh surely. The bins I drew work great on paper, but making one physically is a whole other matter. We wouldn't begin by designing split bins right away. We would need to figure out the delivery system first. Then find a way to cram it into a shielded box to make an ammo bin. And then design some kind of selector mechanism that can feed two different types of missile into a single delivery system.
>>
>>23555227

Man, that sounds remarkably similiar to what I did.

I took a quick culinary course to get my foot in the door - not even approaching the cost or time spend in culinary school, lucked into a job at a hotel, and I've been there since.
I was SO BAD when I started, but I've picked up so many tricks and experience that I'm kind of the go-to guy for our place now.

I'm just glad I have a steady job and insurance.

but we just got our four star rating, and that makes me kinda proud for starting from nothing
>>
For next thread I'm going to try drawing a rotary SRM and see if I can find a design that is at least plausible on paper.

While I was discussing stuff in the BTech general thread we kind of determined that the weight of the ammo delivery system connecting a launcher to it's bin is part of the launcher. This is because launchers get progressively heavier with more tubes when ammo bins remain a consistent 1-ton. The equipment it takes to load 20 missiles in 10 seconds must be heavier than that needed to load 5 missiles in 10 seconds. So logically then, if you can figure out a highly efficient ammo delivery system you can make ANY missile launcher lighter. This is likely part of the reason why Clan missile launchers are half the weight of IS launchers.
>>
>>23555563
>For next thread I'm going to try drawing a rotary SRM and see if I can find a design that is at least plausible on paper.

How would a rotary SRM even work?
Single missile tubes or something?
Man, the thoughts of a jam with an AC shell is bad enough, but a missile warhead?
>>
>>23555589
Jamming is a conceptual artifact of weapons prior to chainguns. Chainguns don't jam unless the feed mechanism is damaged or improperly cared for. Missile launchers are basically very large, slow-fire chainguns.

We're talking about upgrading an Apache's nose gun from single barrel chaingun to rotary chaingun.

Missiles don't have as significant a recoil as slugs, so giving an Apache-equivalent and GAU8-equivalent shouldn't be a problem.

>>23555563
like a gattling gun sized up to SRM/LRMsabot proportions and a barrel length only as large as an LRM tube
>>
>>23555589
I was puzzling over this problem for a long time. Missiles are fast, but not bullet fast. The problem with a gatling gun is that the projectile has to clear the barrel before it rotates out of battery. Otherwise at the very least it's going to go off course. Bullets have no trouble doing this but missiles are pretty slowpoke by comparison.

So I figured out a simple solution. Instead of rotating the barrels, rotate the feed mechanism!

You have a set of stationary barrels, lets say 6. In between all of them is a rotating mechanism, missiles are fed into the back and are "ramped" sideways off of it into the missile barrels. As soon as the mechanism rotates past the barrel is sealed and the missile can be fired. Instead of having to clear the barrel before it rotates, the missile only needs to be fast enough to get out before the next missile is loaded.

The only real difference from a normal gatling gun is that the missiles are fired in a spiral pattern instead of all in one direct stream. The barrels still rotate, but relative to the loading mechanism and not to you. Combine this with a high speed belt feed system and you have ludicrous amounts of dakka!

Heat will become an issue, but unlike a regular launcher the missile only sits inside the tube momentarily before firing. So it may be possible to have them open at the back, venting all of the gases and heat out of the mech entirely.
>>
>>23555563

It'd also explain why something like the Atlas' LRM20 that's a rapid-fire 5-tube LRM20 weighs the same as a standard LRM20 on say, a Salamander.
>>
>>23555737
the barrels will have to move with the loader unless you're just going to kick them out of the feed as they fire and hope the guidance is up to snuff

...oh... oh god, a missile launcher that fires like a firearm ejecting casings
>>
>>23555804
Not necessarily. SRMs are unguided remember? The mechanism works in my head, hopefully it will make more sense when I draw it out.

That does give me another (ludicrous) idea. What if you could spin a missile up to a ludicrous RPM and then toss it sideways out of the launcher instead of forwards? The gyroscopic effect would keep it pointing in the right direction, so it just ignites and flies off once it's away from your mech. Assuming you can adjust for parralax the missile would still be accurate and you have no exposed missile tubes to protect.
>>
>>23555970

what, like a cowl but for launchers?

wouldn't it still be vulnerable to attacks from the side, though?
>>
>>23556022
Yeah that would be the tradeoff. The benefit is that you can face your best armour towards the enemy and fire missiles without having any vulnerable firing ports exposed. Even if you put a shutter over it the port is still a weak point.
>>
>>23556022
it's never going to be perfect, but now you've got one open gap in the armor rather than 3, 6, 5, or 20

>>23555970
Fuck you, Starshadow, I love it; maybe make each carrier bracket an independent spinner (wide feed line but increased redundancy, damaged brackets only reduce RoF rather than the whole weapon) that open and looses the whirly-missile at the open end of the loop?
>>
>>23556062
So kind of like a revolver but the sockets are open on the sides? Oh god my brain is full of fuck, I can barely visualize this.
>>
>>23556095
think handcuffs with an interior track

or a pair of ball buffers that you see at bowling alleys

firing process: spin-up ammo bin; hand-off to feed line; feed line brackets spin-up missiles; brackets release missiles out of ejection port; missiles ignite
>>
>>23556157
Ah I get it now. So it's like those machines with two wheels that toss baseballs. You could even have the spinning and ejection happen at the same time.

Another downside would be the lack of burst fire I guess because you can only launch one at a time or they might collide. But LRMs probably wouldn't work for this so we would use SRMs which only fire in chains of 2-6.

Another funny thing is this would technically allow you to fire missiles around corners.
>>
>>23556247
Swingfire tank Ho!

We poms now
>>
>>23556247
>can't burst-fire
Articulate the ejection port, nothing changes about the feed line, just slightly different points of release and bulkier end-point mechanism as the feed goes in a wider loop to accommodate alternate angles of ejection

also, mecha fightan action, ho
http://www.youtube.com/watch?v=9f8QpKrgizk
>>
>>23556247
>fire missiles around corners
yeah, rules-wise I think you could count your mech as occupying an adjacent hex to the left or right for the purposes of drawing line of sight to the target
>>
>>23556377
>>23556346
Guys, we're really breaking the game-universe this time.
>>
>>23556346
I... I thought this was ridiculous at first but I think were on to something here. Have a revolver like drum, 6 missiles are fed into it at a time. Once all sockets are loaded the drum uses sets of paired wheels to spin up the missiles to a high RPM. When the launcher is triggered the drum rotates and flings each of the missiles sideways out of a chute. The chute turns slightly as they come out so that the missiles fly in an arc instead of a stream. The fuses are timed to ignite the motors the instant all missiles are clear.

>problem, canon?
>>
>>23556431
now combine the drum with the feed line, integrate the spinners with the feed brackets; now account for the fact that you can alter spin direction to change the ballistic exit from the launch chute and one burst of missiles will clear the firing zone by the time the second/third/fourth starts

Rapid Fire multi-type SRM 6s
>>
>>23556517
>>23556431
so, develop the drum launcher first, then straight-up feed launcher, and then figure out how to do it with LRMs?
>>
>>23556536
If I understand it correctly the way LRMs work is you load em in the launcher, you feed them target data until they lock, then you fire them and they arm in midair. That's why IS launchers have a minimum range. Clan LRMs arm themselves before launching and don't have that problem.

So the issue is that you need to somehow feed targeting data to 5-20 missiles at once while spinning and flinging them into the air.
>>
>>23556630
The firing process for our MMU-8 should be fairly speedy, so as long as you can select ammo type, load them into the feed line or spin-up drum, then you can feed data and lock before firing the burst at any time

so, in short, the LRMs can fire in a burst, but not Rapid Fire; which kind of fits since our SRMs can now, not only burst-fire, but Rapid Fire in bursts

>M3U-8
Missile Multiple Mech Unit
>GAU-8
Gun Aircraft Unit
>>
>>23556710
Seems like it would work. You would need a feed system that's smart and flexible enough to queue up missiles. Especially if you want multiple missile types. That's something we intend to create with the split bin project.
>>
Rolled 12

>>23556630
>>23556829
Will our computer core be able to handle all that data?

Seriously if we want to do this right with missiles we need to develop some kind of proto microchip sets.
>>
>>23557242
You could possibly just have a very simple electronic switch and throttle for each spinner set and make the main compubus do the heavy lifting.
>>
>>23557385
primitive microchips are a more elegant solution and allows us to save wiring and make them more able to fire in case of a PPC shot, which if it shoots the mech it might very well short circuit the mechanism.

I am talking really simple things here, nothing that will change the world of multi ton computer cores. Simple pocket computer things. Well, may a bit better, but small enough to have them in the missile and have the casing act as a faraday cage. So you can shoot them even when PPCd



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