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Tank Development System

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Post by dogon11 Mon Sep 22, 2014 11:50 pm

Tank Pricing:

Tanks become more complex as time goes on, in attempts to modernize and keep them relevant. Certain weapons turn them into death traps, but any counter has its faults, and tank design is half making those counters, and half exploiting their faults.

Designing a new tank has a base cost of 5PP, for the sake of retooling costs.




Here are the things that add cost:

If your previous tank used any of these, you can re-use that type for 2.5PP.




New suspension: 5PP.

Christie: Good for high speed, Christie suspensions allow for fast-moving armor.

Christie TD: Based off of the already fast Christie suspension, Christie TD allows for the tank crewmembers to drive the vehicle without tracks, by connecting a chain from the power cog to the rear roadwheel, and unlocking a turning system for the front roadwheels. Steering wheel included. Fastest of all the tank suspensions, but enabling trackless drive puts the crew at extreme risk, as enabling trackless drive requires the entire crew to dismount or enlist the help of four hapless infantrymen.

Torsion Bar: Good for heavy loads, permits heavier tank designs, is much harder to break.

Volute Spring: Whether vertical (VVSS) or horizontal (HVSS), volute springs make the rides on tanks softer on the crew, keeping them working at a higher level longer because of comfort.




New engine: 5PP.

Radial: No matter the fuel, radials are reliable and keep turning. Also considering their size, they are good for fast, compact tanks.

Turbine: With high power and high versatility comes high fuel consumption. Although they burn fuel faster than any other design, they can take a ridiculously huge variety of fuels.

Gasoline: Producing more power, especially at high RPMs, gasoline engines are the cheapest and easiest variety, with an easy, cheap fuel solution.

Diesel: With a fuel that is much more resistant to fires, diesel also has the highest efficiency, but produces the least power.




New gun: 5PP. (+1MP if you have two of these)

Rifled gun: A single-fire rifled gun has the advantage of being very reliable, and has a decent fire rate. Due to it requiring no energy from the shell amongst other things, it has the highest penetration as well.

Smoothbore: A single-fire rifled gun has the advantage of being the MOST reliable, and has the biggest variety of shell types. It’s also the cheapest.

Autoloader: Although it can be either type, it tends to have a lower muzzle velocity than either gun type, imparting the least penetration against enemy armor. It has the highest fire rate, whether by the carousel or magazine type, but is the least reliable.

Autocannons (2.5PP): Autocannon with acalibre below 37mm. Capable of rapid fire and highly effective against infantry, light vehicles and, should you get lucky, aircraft.




Those are the basics of tank design, but also make up the least of the cost. Miscellaneous options add the most cost, but also make the biggest differences in combat.

Miscellaneous Options:

Lightweight Composite Armor: 10 PP. A smaller coating of composite armor, good for APCs and IFVs. It can deflect small-arms fire and take one or two rocket hits before exploding.

Composite Armor: 20PP. Composite armor is the lightest and best option for stopping high-velocity shells and penetrators. It tends to also be the largest, and the most effective option against shaped charges besides ERA.

Depleted Uranium Armor: 35PP. Depleted uranium provides an ultra-effective defense against all penetrators, being denser than their counterparts. All weapons systems encounter difficulty against depleted uranium armor at long-range.

IR Searchlight: 5PP. Allows crews to look through and spot targets, even for other vehicles, through smoke screens or other obstacles to vision.

Smoke Deployers: 5PP. Allows a tank to set up a smoke screen, shielding it (and any infantry around it) from view.

HEAT Shells: 5PP. Enhances the penetration of a tank shell at all ranges, but can easily be blocked by ERA or by composite armor.

Canister Shells: 5PP. Biggest shotgun shell on Kerbin. Designed for use against soft targets/plant growth.

APCR Shells: 5PP. Enhances the penetration of a tank shell at close quarters, but causes it to lose more velocity as it travels, making it less effective than AP at long range. Occasionally defeated by ERA.

APFSDS Shells: 10PP. Enhances the penetration of a tank shell at all ranges, but can only be fired from a smoothbore gun. Much more effective than APCR. Rarely defeated by ERA.

HESH Shells: 10PP. Detonates a flat explosive charge on the surface of an enemy tank or emplacement to cause extreme fracturing of the armor to send splinters flying inside, hopefully resulting in high crew casualties or module damage. Does not have the goal of penetrating the armor of a tank, and is defeated by ANY type of reactive armor. Are rarely effective against infantry if at all.

Gun Barrel Missiles: 15PP. Can only be fired from a smoothbore gun. Guided or non-guided, these missiles travel at a lower speed than tank shells, and can be defeated by countermeasures, but are very effective against tanks and emplacements. Can be shaped-charges. Are rarely effective against infantry if at all.

Explosive Reactive Armor (ERA): 20PP. ERA is explosive panels between two metal liners. ERA is designed to defeat shaped charges or penetrators by detonating an explosive liner upon contact outside the armor, destroying or deflecting the penetrators. Is not effective against standard tank shells (AP), is barely effective against solid penetrators (APCR, APFSDS), and is highly effective against molten penetrators (HEAT, HESH, shaped charges). Cannot be used around infantry for obvious reasons. Not very stealthy either.

Non-Explosive Reactive Armor (NERA): 10PP. NERA is a rubber liner designed to defeat solid penetrators before they hit tank armor. They work by flexing on impact, increasing effective protection and angle, possibly deflecting lower-velocity or short penetrators. They also generally increase the protection of the armor they cover, but do not stop shaped charges, even though they are still effective against HESH. The fact it doesn’t explode makes it stealthier, lower-profile, and allows it to be used in close proximity to infantry.

GPS Link: 10PP. A GPS link requires a connection to a GPS system (GloPOSS for example). Without connection, it is useless. Otherwise, it allows for precise positioning of the vehicle and friendly vehicles, allowing for more precise group maneuvers and tactics.

Gun Stabilizers: 10PP. Stabilizers keep the gun pointed in the same place even when the tank is moving, constantly adjusting elevation and turret rotation during vehicle movement to keep the gun essentially stationary, allowing for easier aiming and more precise firing while on the move.

Roof-Mounted Grenade Launcher: 5 PP. A 40mm automatic grenade launcher, useful for suppressing and destroying infantry and targets without armor. High explosive and fragmentation grenades are included by default.

Incendiary Grenades: 5 PP. Firestarting grenades that send burning phosphorus down range, great for starting forest fires and killing infantry, but has no armor piercing power.

Co-axial MG: 5PP. Whether 7.62x52mm or 12.7x99mm, co-axial machine guns give the main gunner his own response against infantry. Allows for greater fire suppression against soft targets than just HE from the main gun.

Roof-Mounted MG: 5PP. Whether 7.62x52mm or 12.7x99mm, roof-mounted machine guns give the commander a response against infantry on all sides of the vehicle, keeping it safer in close-quarter hostile environments.

Remote Roof-Mounted MG: 15PP. Whether 7.62x52mm or 12.7x99mm, a remote machine gun not only provides the same benefits as a regular roof-mounted machine gun, but keeps the commander inside the vehicle, away from potential harm from small-arms fire outside. Reduces the size of the fighting compartment with the systems for using it.

Fire Control Computer: 10PP. The fire-control computer uses rangefinders and gun data to give the gun a firing solution, hopefully faster and more accurately than its human counterparts. Lower reliability than a human.

CBRN Filters: 15PP. These miniaturized systems are designed to keep a tank crew safe and alive in a hostile CBRN (Chemical, Biological, Radiation, Nuclear) environment. They can fail, and require large amounts of upkeep, but in the proper situation, they are literally a lifesaver.

Extra External Fuel Stores: 5PP. Essentially racks for extra fuel tanks. Carries 4 external side-mounted tanks which are NOT a part of the tanks fuel system, and have to be siphoned off manually into the fuel tanks.

Extra External Fuel System: 5PP. Externally mounted fuel tanks. Carries 2 external rear-mounted fuel tanks which feed directly into the tanks internal stores.

Extra External Fuel Module: 15PP. Externally mounted fuel tanks. Carries 4 external side-mounted fuel tanks which feed directly into the tanks internal stores. Mounted with explosive bolts so in case of fire or emergency can be separated from inside the vehicle without a heavy wrench.

Dozer Blade: 5PP. Nose-mounted remote deployable dozer blade. Extra 5PP for explosive bolts.

Mine Flail: 10PP. Attached to the front of the vehicle, a mine flail hits landmines with enough force to detonate them before the tank is over top them.

Amphibious Capability: 20 PP. The ability to over water for small distances, such as across rivers and during amphibious assaults. Only available for APCs and IFVs, and mind the weight!




Tanks already have AP, HE, and smoke shells. Composite and Depleted Uranium Armor cannot go on the same vehicle. ERA and NERA cannot go on the same vehicle. List is subject to change as new technologies are invented. If what you want to add is not on this list, contact me and I can provide a custom cost for whatever system or part you wish to add.

Note for the fuel systems: For track-skirt fuel tanks, 4 fuel tanks equals two full skirts, 2 fuel tanks equals one full skirt, or two half skirts.

MBT-220 Example:
Spoiler:

Tank construction is one tenth of the development cost per battalion. The MBT-220 example would cost 19.5PP per battalion instead of the default tank's 3PP per battalion.

IFV development is 75% the calculated cost, with construction being 10% of the IFV development cost.

APC development is 50% the calculated cost, with construction being 10% of the APC development cost.

The default tank is equal to a T-54's protection and firepower, providing a torsion bar, diesel engine, smoothbore 105mm, and no miscellaneous systems.


Last edited by dogon11 on Sun Oct 05, 2014 8:13 pm; edited 1 time in total
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Post by The Cobbler Thu Sep 25, 2014 11:15 pm

Note: MP cost of designed tanks will increase. How much will be revealed later, but I can asure you the cost will be between 0% and 200% extra, depending on an amount of modules added
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Post by dogon11 Fri Sep 26, 2014 12:29 am

Oh wonderful.
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Post by Warriorbulb Fri Sep 26, 2014 12:30 am

Our tanks shouldn't cost an arm and a leg to mobilize. You just need some damn gas in the engine.
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Post by Mobius Fri Sep 26, 2014 1:32 am

You also need to assemble your tank crews, make sure the
tanks are in top shape, and armed, to name a few.
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Post by The Cobbler Fri Sep 26, 2014 6:53 am

Right. After looking through this again, the only MP change we will have is that an additional barrel costs a single MP extra.
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Post by borisperrons Fri Sep 26, 2014 8:27 am

Warriorbulb wrote:Our tanks shouldn't cost an arm and a leg to mobilize.  You just need some damn gas in the engine.

Tell it to the hundreds of panzers abandoned in the desert because of poor maintenance.

(Ok, they also hadn't fuel, but that's another question)
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Post by The Cobbler Sun Nov 16, 2014 9:54 am

Autocannons added, system modified to support APCs and IFVs as well.
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Post by borisperrons Sun Nov 23, 2014 10:03 pm

How does APC integration works?
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Post by Guest Sun Nov 23, 2014 10:20 pm

From my experience a APC has no MP cost. You build the APC to your liking and tells the mod about how many troops fits. Though keep it realistic as a BTR-70 won't really hold 20 soldiers but rather 7 soldiers and 3 crewmen. Then you calculate how many soldiers one batallion can hold and you build the ammount of batallions needed to fill a regiment. A mod will also give you the basic firepower, speed, protection, armour etc values.

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Post by The Cobbler Sun Nov 23, 2014 11:12 pm

Nah, you just build 1 MP worth of APCs for every 1 MP of infantry using the tank stuff
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Post by Guest Sun Nov 23, 2014 11:17 pm

Then I have been lied to. Updating MP. Also when you say one MP worth of it do you mean that let's say a APC batallion would cost 3 PP to produce. Does it cost 3 PP to produce for one entire MP?

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Post by borisperrons Mon Nov 24, 2014 1:30 am

Ya'll wait a sec. Does it mean that to equip a standard infantry regiment I have to build 1 PP of APCs, and for a spec ops batallion I need 3 PPs of them, if I understood this well.
But the MP value of the unit will change or not?
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Post by The Cobbler Mon Nov 24, 2014 4:39 pm

Appe96 wrote:Then I have been lied to. Updating MP. Also when you say one MP worth of it do you mean that let's say a APC batallion would cost 3 PP to produce. Does it cost 3 PP to produce for one entire MP?

Dont be dramatic, you havent been ''lied to''. Rather, we switched systems.

borisperrons wrote:Ya'll wait a sec. Does it mean that to equip a standard infantry regiment I have to build 1 PP of APCs, and for a spec ops batallion I need 3 PPs of them, if I understood this well.
But the MP value of the unit will change or not?

As for the costs of these brigades, I will quote the system currently in place

APC development is 50% the calculated cost, with construction being 10% of the APC development cost.
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Post by Guest Mon Nov 24, 2014 4:40 pm

I wasn't serious when I said lied. It is just a figure of speech.

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