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How would /k/ man the Iron Nest?
In my head it'd be:
>2 comms
>1 plotter
>1 guy calculating the firing missions
>2 loaders
>2 guys for aiming, one for elevation and the other for bearing
>one commander who checks all that shi and fires the guns
>atleast 4 mechanics for on the field maintenance

The Nest itself:
>2x 800 mm guns/31.496 inch for fuck you
>housed inside an oversized SK model turret one can find on the Prinz Eugen or Bissmarck
>all mounted on 4 legs
>>
I don't know. I haven't played it yet.
>>
>>65252805
It tickles my artillery-tism just right
>>
>>65252812
it's on my short list to play. maybe this weekend.
>>
>>65252816
You defshould, demo's been out since last monday
>>
Why did it take this long for artillery sims to become a thing?
>>
https://www.youtube.com/watch?v=3jHKXl02LQ4
>>
>>65252910
it's kinda just a dumbed down uboat/silent hunter
the style and streamlined nature makes it pretty damn good though
>>
>>65252934
whatever happened to this one? it's been shown for ages and i heard it even had a physical control panel at a gaming con so whats taking them so long?
>>
>>65253572
It's coming along. I've been in the playtest division for the past couple of iterations. It plays very well once you get the hang of how the systems work. Delays seem to be linked to a desire to expand upon the setting and various gameplay elements, especially after the outpouring of interest by potential audiences. German Autism and all that.
>>
>>65252802
Thanks for the heads up, dear marketing anon. I missed this, but by looking at it it gives me HighFleet vibes and I love that game and I've been craving for something like that. Also PVKK has been in radio silence forever now, so I kinda lost hope.
>>65253722
Oh, it's not dead then. Good.
>>
>>65252802
>mission to take out counter batteries
>they give you locations before hand
>just plot all your fire missions first
>finish with minutes left on the timer
I think this game is designed for smoothbrains
>>
>>65254000
>whoopsie! recon forgot to mark the rest of the artillery positions!
>now they're firing at you! glhf!
At least that's how it went when I did that mission. Maybe there's a random element to it.
Most of the demo missions are tutorials aimed at the lowest common denominator, so it's not surprising that they're easy. Seems like they will have challenge levels as well.
Hopefully the campaign difficulty will keep increasing in the full game.
>>
>>65252802
I'm not a fan that it's a solo only adventure. It feels like it's be a blast with a friend or two.
>>
>>65252802
>could use animations for firing and taking damage
>3 hits from counter fire is fine from a gameplay point of view, but doesn't make sense when you're a fuck huge battleship turret. maybe be able to take more hits, but stuff gets damaged like it takes more time to rotate the turret or load
>did the "are we the baddies?" waaaaay too soon

it's fun but needs some work
>>
>>65254078
>friendslop
No pls gooby no
>>
>>65254073
Those extra arties seem to be a mission thing, had to deal with two additional ones after I deleted three enemy infantry units from existence thinking it's over
>>
>>65252802
Skeleton crew would be:
> 1 cmdr (plotting, firing solution, comms)
> 1 loader (you have ordnance large enough that you don't need to do simultaneous impact and burst fire)
> 1 gunlayer (elevation/traverse is slow)
> 1 mechanic

Full crew would be
> 1 cmdr (firing solutions, intel analyst)
> 2 comms (one per radio)
> 1 loader (the mechanism is slow enough)
> 2 gunlayers (elevation and traverse)
> relocate the fire control system next to the command table, but as it stands we need a person on fire
> 2 mechanics

Does not imclude the personnel needed to move the thing around
>>
>>65252802
The mech design doesn't make sense. That is essentially a WW2 battleship turret. If you look at such turret schematics, there needs to be a much bigger space underneath the turret to hold all the mechanisms and ammo. In this case, it also needs an engine space and fuel storage. Plus those legs can't handle the recoil of the huge guns. The mech would keel over.
>it's only a game
The game appears to do things somewhat realistically. At least design the mech to be more feasible.
>>
>>65252802
A similar battleship turret needs 75 to 100 people to man it.
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>>65253722
Tell them to use mils instead of fucking degrees.
>>
>>65256507
>The mech design doesn't make sense.
I assume that they did that because they move the gun to different positions in some missions, and thought that building it into a concrete bunker would make that kind of retarded. They did completely miss the opportunity to make it a railway gun, with the player being able to navigate the railway network across the map to get a better shot/evade counterbattery fire while worrying about whether they'll get stuck behind other trains (military trains would get priority, but if there's already a train stuck in front of you that doesn't mean much).
>>
>>65256507
Ship turrets are only a big tower because the ammunition storage is designed far away from the gun for safety reasons. If you think of it as self-propelled artillery you can see there are no problems. The only caveat is that there needs to be clearance for the gun for high angle fire, but you can just pretend the tiny hull where the legs attach to is empty space for that purpose.
>>
>>65256507
>The game appears to do things somewhat realistically. At least design the mech to be more feasible.
""All"" it really needs is a wider base and more legs. As >>65257801 says there isn't any inherent need for a SPG be so deep as on an actual ship. The logistics and use case are different.

A bigger criticism frankly that I'm sort of surprised you miss isn't the mech aspect but rather that it basically never makes sense with a conventional gun design on land to have multiple barrels vs a single bigger one. Same reason we don't have multi-gun tanks. If the only thing that's a direct threat to your own arty is counter battery fire from other arty then the arty with more range is going to be at a stupendous advantage. It's hard to really justify multiple barrels from a "realism" POV without getting into exotic and large stuff like coilguns+nuclear. Then of course there's logistics etc etc.

So clearly there is some "rule of cool" here, which personally I'm willing to accept if the actual ballistics and operation are autistic enough. They do need some level of commercial success and fun value. As far as video game sins go, this one seems relatively tolerable.
>>
>>65257853
Two barrels allow for rapid fire, which can be useful on an artillery weapon that already packs quite a large punch
>>
>>65257862
>Two barrels allow for rapid fire
Wat. You don't need two barrels to fire as rapidly as makes sense anyway, like, something like an Archer can do 8 rnds/minute for a few minutes and burst fire 3 rounds in 15 seconds. If you need more firepower it makes more sense to have more units not more barrels per unit. And no matter how rapidly you can fire once you get into position, if your gun with 45km of range goes up against another gun with 60km range you're probably going to lose in semi-static line situation.
>>
>>65257853
You could go for extra range, and a gun so large that Krupp engineers who built Schwerer Gustav would tell you to 'tone it down a bit'. But if the main threat to artillery is counterbattery fire then wouldn't it make more sense to focus on a larger number of smaller, and much more mobile, SPGs, built along the lines of the Caesar, Archer, or Krab?

Shoot and scoot won out over '10000mm guns!' in RL for a reason.
>>
>>65258287
I mean, that depends on time period though right? OP's game looks like it's alternate universe ww1/ww2 era. Modern artillery can use ammunition itself (rocket assisted for example) and precision guidance to make up for the range question, and do useful stuff with rapid control like fire a burst at different angles so they all land in a pattern at the same time. Can't really do that way back when.

And they all just use one gun. Point remains, single gun means you either get more gun, or alternatively you get more quantity and mobility. Dual gun still makes no sense here, it's just cool. Which is fine, I had fun deploying those silly dual gun tanks in command & conquer as well, I don't need perfect realism on that front if the rest of the physics and action is fun enough. Like with Kerbal Space Program maybe I see some silly stuff as a way to sell normies on games that might be using more physics and autism under the surface paint then they'd otherwise take a second look at. If mecha crap dual arty gets us a good enough gun game I'm ok with the sacrifice of realism I guess.
>>
>>65253722
>delayed to 2027
tell them to hurry up
>>
I really liked the mechanics and the concept in the demo but I just quit out at the second mission because the writing is so fucking hamhanded obvious cliched and lame. Do you have to beat me with THIS IS THE BAD GUY, YOU ARE WORKING WITH THE BAD GUY this hard? I've seen it before, it's not that compelling
>>
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>>65252819
I got around do playing it. it's great, I love it.
>>
>>65258459
In the Demo it's taking place in Spain in the year 1927; with the player as part of the Royal Artillery Corp, that's apparently the governments first response to an insurgency fighting for unspecified reasons (from the casually dystopian newspaper articles you see, probably because they'd like the government to be a little less tyrannical in general). SPGs were developed during WWI, as an offshoot of the French and British tank projects IIRC. They definitely weren't as advanced and mobile as the designs we're seeing today, but SPGs were well understood and becoming a normal part of military kit in the period the game is set in.
>>
>>65258459
>Dual gun still makes no sense here, it's just cool
The entire reason it's there in the game is to give you a higher rate of fire and more levers to flip. I think even if it isn't technically optimal you might see why some would think it would be handy to pop off two smaller shots instead of one bigger one before your artillery crab scuttles away. Two cannons is frankly kind of a silly thing to get hung up on when we're discussing the artillery crab.
>>
>>65257896
The guns have to level for loading so while one gun is loading you'ld be rotating the turret to the next target.
>>
Probably with me as far away from it as possible.


While playing the demo I accidentally calculated the bearing from the target to me and sent an HE shell flying 180 degrees in the opposite direction of the target into a friendly residential area.
>>
>>65259719
Yeah that's exactly how my first shell went too. I restarted the level in shame.



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