Where be rocket artillery tanks?
The weapon list has rocket launchers, yes you can make the Calliope and Whizbang
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Where be rocket artillery tanks?
I think it'd be useful for both majors and minors alike. Majors will be collecting a bunch of tanks that they may not necessarily want or need, and they'll be left unused in their stockpile- say if you are Russia or Britain and you capture some specialized German armored AA or artillery for instance. You'd rather use those tanks than not at all, but you probably aren't going to design a new division for them, nor devote your industry to make enough to fill up a battalion. Similar if you are a minor nation- you may want to armor up your divisions, but you won't have many options as to how to outfit them with various types of tanks. Maybe as Poland you want to make some heavy tanks, but you are very unlikely going to make enough to outfit a whole division- so better to just add some beefier tanks instead to a mixed battalion. This becomes even more useful in the event your a government in exile and had fielded armor- you will lack enough factories to reinforce whatever tank divisions you have left or want to field, instead focusing on rifles and basic stuff. So say if you are Poland or France and still want to field some armor, better to use a mixed armor batalion than have no armored division (in a poland campaign I did, I captured several german tanks before capitulating, but couldn't field them because they were the wrong type of tank for my divisions, meaning I could really only pass them on to the UK rather than field them).So you keep all the different types of battalions and also throw in an ad hoc whatever's left one with reduced stats so if your having a bad time you can just throw whatever's left in one division rather than having a bunch of stuff sitting unused in stockpile? Sounds like some fun larp.
I missed this one when I posted elsewhere.Would certainly be possible, but maybe a little excessive, and the tanks wouldn't be interchangable. I'll put it on the wishlist and discuss with the design team.
I am convinced that such an important mechanic as a tank designer will be part of the paid dlc as a naval designer step in MTGIs it part of DLC or free update?
possibly the night vision for armored vehicles will be implemented later a new technological framework when they do dlc of the Wunderffawen, since these were experimental technologies and it was hardly used in a general wayWill night vision will be an attachment like smoke launchers?
I agree I should enlarge the models vehicular elements, especially the armored and motorized ones, as some mods do.BTW could you balance the size of the 3d models? Some of the tank models are really small and hard to see, also looks quite funny with other big models.
Cast armour is cost effective when producing in bulk. The smaller the batch, the better welding and riveting comes out.I really liked the latest developer blog. Especially the part where a lot of images were designed for the vehicles. Because of that, I probably won't have to re-create the new images for the Hungarian Flavor mod.
But unfortunately I found some huge mistakes in it that affect the whole designer.
Riveted Armor: armor protection is really weak because the rivet pieces that came off due to the hit could have caused serious injuries to the crew, but in reality it is the most expensive armor.
Cast Armor: it gives good protection, but in reality it is the cheapest armor that can be produced.
Welded Armor: indeed lies between the two in terms of cost and protection, this is indeed true and at the same time not true.
This is because when different alloy armor plates are combined, the protection of such armor exceeds that of cast steel armor. Later, modern armor evolved from this. The first such armor appeared on American T-95 experimental tanks in the 1950s.
But experiments in this direction had already taken place in the second world war, but was not introduced due to the high demand for raw materials.
composite armour
The production of the Hungarian Turán medium tanks (riveted armor) took 31,000 working hours, while the much more powerful PzIV H / J (welded armor) took 8,000 working hours.
Turcsányi Károly: Nehéz Harckocsik page: 201.
The production of Tiger I was 34,000 working hours, which was equivalent to the cost of producing 4 pieces of PzIVH or 5-6 pieces of T-34 (cast armor) or 1 pieces Turán if we looked at only the working hours required for production.
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Turán porduction cost 380000 pengő (without armaments and radio)
pengő
Looking at the 1935 exchange rate it is easy to calculate the Turán it was not a cheap vehicle (without arms and radio more than $ 86,000 ).
But in the attached picture, we can also compare the production costs of several vehicles.....
It also shows that, conversely, riveted armor is the most expensive, welded armor is the middle category, and cast armor is the cheapest.
I know the price of vehicles is greatly influenced by the quantity produced so I would also recommend looking more at the amount of work required for production. Because Turán was made in a fairly small series and there is no money in the game at the moment.
With these in mind, I think I should make some changes to the designer before the release.
I think the armored designer seems somewhat simpler than the naval designer and surely the developers learned lessons from that designer for some controversialistsIsn't it enough that you have made the Navy so awkward? I have a bad feeling about this.
Oh sorry I forgot it was only partially made with casting technology.Minor adjustment. The T-34 could have a cast turret (as well as welded and stamped), but the hull was always welded.
In the dev blog, riveted armor is considered to be the cheapest, which requires an extremely long working hours compared to the other two, as well as special tools ... etc.Cast armour is cost effective when producing in bulk. The smaller the batch, the better welding and riveting comes out.
Riveting requires the least advanced/Specialized tooling. Welding is sort of a middle ground, better engineered than riveting, cheaper when considering the whole production process, and more effective when introducing weird shapes or regular changes.
@Archangel85 maybe give better efficiency retention vs higher max efficiency for the production methods?
Where be rocket artillery tanks?
A full list is included in the spoiler tag:
Weapon Size Unlock HMG Small Basic Infantry equipment Autocannon I Small AA Gun I Autocannon II Small AA II Small Cannon I Small GW Artillery Small Cannon II Small Interwar Artillery Close Support Gun Small Interwar Artillery Medium Cannon I Medium Artillery II+ OR AT Upgrade Medium Cannon II Medium Artillery Upgrade OR AT Upgrade High-Velocity Cannon I Small AT Gun I High-Velocity Cannon II Medium AT Gun II High-Velocity Cannon III Heavy AT Gun III AA Gun I Small AA Gun I AA Gun II Medium AA Gun II AA Gun III Medium AA Gun III Medium Howitzer I Medium Interwar Artillery Medium Howitzer II Medium Artillery II Heavy Howitzer Heavy Artillery III Rocket Launcher I Medium Rocket Artillery I Rocket Launcher II Medium Rocket Artillery II Heavy Cannon I Heavy AT Gun I OR AA Gun I Heavy Cannon II Heavy AT Gun II OR AA Gun II Heavy Cannon III Heavy AT Gun III OR AA Gun III Super-Heavy Cannon Super-Heavy Super-Heavy Chassis
You license the entire design.Cool. Can tanks components be licensed? So minors would be able to buy different parts for their tanks instead of buying whole design.
Stay tuned for the changes to the combat system, which we will talk about in future Dev Diaries.Will there be any change to the penetration mechanic to allow highly manoeuvrable TDs to be a viable option against heavily armed tanks that on paper will always penetrate the TD?
That's...a good point actually.I have to ask at this point why not change the box where it says max speed to average speed? This is both for the tanks and the ships. That is what the game intends to represent with it anyway, and theres honestly no gamplay reason why it has to be labled max speed over average speed. It seems that it would save alot of angry comments just by making it the official answer. It doesnt seem like it would take that much to change it anyway, just change a little localization.
No, unfortunately. We thought about it earlier in the design process, but felt that ultimately it would deviate from the core concept and end up being a little confusing if you have stuff in an Armored Car Battalion that is actually a light tank. Same with mechanised equipment. The suspensions being available for light chassis is what is left over from that (we had already gotten the art).So, is that meant that armour vehicles like armour cars and half-tracked vehicles for mechanised infantry will be also created via tank designer?
We have a task internally to look into this.Will this be represented as a sort of generic tank battalion in your division designer, or will it still be split between light, medium, and heavy?
I've thought that an all encompassing generic tank battalion that doesn't differentiate between the different tank classes would be useful for many nations- particularly minors- or it could be made even more all encompassing 'armor' division, including mechanized and armored cars. A lot of nations just threw whatever armored vehicles they had together so as to throw them at the enemy not having enough of them to form dedicated battalions- especially towards the end of the war as things got more hectic and certain nations couldn't keep up their armor production. Like- if say you were Germany and Berlin is about to be taken and you've only made 3 super-heavy tanks, you'd rather be able to throw them at the enemy at all rather than wait to be able to produce enough to field a whole battalion. This would probably be offset though by the Battalion having less organization or something similar to simulate the rather ad-hoc nature of such cobbled together armor (but again, better to field the stuff you have than not at all).
If it's not similar to what I described let me know, I'm interested in such a system regardless, and I think it's a welcome change either way.
Riveted Armor: armor protection is really weak because the rivet pieces that came off due to the hit could have caused serious injuries to the crew, but in reality it is the most expensive armor.
Cast Armor: it gives good protection, but in reality it is the cheapest armor that can be produced.
Welded Armor: indeed lies between the two in terms of cost and protection, this is indeed true and at the same time not true.
This is because when different alloy armor plates are combined, the protection of such armor exceeds that of cast steel armor. Later, modern armor evolved from this. The first such armor appeared on American T-95 experimental tanks in the 1950s.
But experiments in this direction had already taken place in the second world war, but was not introduced due to the high demand for raw materials.
composite armour
I agree. Rivets should just be the starting armor because it was the most common at the time and if you want more efficiency in production you need to research other types of armor. Perhaps for some countries there should be a bonus for welded or cast armor. For example the USSR. To historically emphasize a lot of work in this direction. But I'm confused about how to force some countries even in 1943 to produce their tanks on rivets. For example, Italy, which even has the most modern tank (P 40) was riveted.Oh sorry I forgot it was only partially made with casting technology.
In the dev blog, riveted armor is considered to be the cheapest, which requires an extremely long working hours compared to the other two, as well as special tools ... etc.
Which reduces the cost of all armor in the same way, but does not change the fact that riveted armor requires an extremely long working hours.
Firstly, I totally agree with this. You're doing a great job, even though it's possible to disagree with some design choices.None of us wake up in the morning and go to work in order to do a bad job.
Interesting idea. Maybe somehow implement the production of tanks in shipyards, this would make riveted armor really necessary. But then you have to choose either ships or more tanks. Historically, the USSR produced tanks at factory # 112 (Krasnoe Sormovo), although these T-34s were not riveted.It's not quite so simple. Monetary cost is not the only factor in determining production cost. Like I said, there are arguments to be made for either interpretation. Riveting for example is cheap in countries with a developed naval industry, because it doesn't require very skilled labor and if you are already producing rivets in the millions to build ships, using them for tanks is pretty cheap. Casting requires you to have heavy industry capable of producing the casts at the scale necessary for mass production (but of you do, it is pretty cheap, yes). Welding was the new thing in the 30ies, required specialized equipment as well as training, and in some countries there was resistance from trade unions for example because a single welder could replace several riveters. So you have a lot of factors, but for a game you want something simple that can be grasped easily. So I went with this split of advantages and disadvantages, even though reality is a bit messier.