Radios
It's too early to have radios in the tank, right?
As a natural consequence of some of the contents of my omake, we're probably not far off from radio equipment that could survive a tank's vibrational environment and the kind of jars it might get from gunfire and uneven terrain. The bigger issues are power and an antenna.

On the power side of things, it is perfectly possible to do radio communications with what batteries of the era could realistically put out. Look up "QRP" sometime. These days, hams do that sort of thing as a challenge and can sometimes even achieve intercontinental ranges with luck, skill and a good antenna. Back in the tech level we are dealing with, though, the equivalent is radio sets made from a design from a magazine and built in a shed or something with a range in at most the low tens of miles and more likely quite a bit less I would think. For substantial range, you need more power than that. Power that a tank engine could in principle provide, but there's no way the relevant equipment is going in our standard tank. Receivers, on the other hand, take no power at all: at this tech level, using vacuum tubes to make receivers more sensitive than a crystal radio is maybe just starting to be experimented with. We've got an advantage in having something on the path towards being a modern diode to work with, but that's a bigger deal for reliability than it is for sensitivity. It's also worth noting that that type of "detector" is good enough for AM voice, which should be in the earliest experimentation at this stage but won't be practical for quite some time.

Antennas: First of all, understand that antennas need to be a substantial fraction of the wavelengths they are meant to work with if they are going to work very well. There are tricks you can use to help with this, but many haven't been invented yet and they only work so well. Next, understand that at this tech level, "shortwave" and "high frequency" were entirely unironic terms, rather than referring to the longest wavelengths anyone would think to use for things other than talking to submarines. 80 meters or so might be around the practical limit, and the wavelengths people are mostly using will be well over 200. With that in mind, an antenna permanently mounted on a tank is probably a non-starter, and some kind of mast that could be raised as needed is at best a huge technological achievement that would involve hours of setup time and one or more wagons to carry the pieces. What we're realistically left with is wire antennas that can be hung from trees, buildings and the like, or maybe even anchored to a kite or balloon for a vertical antenna. It should also be noted that vertical antennas need a good ground, which a tank may or may not adequately provide, while a wire dipole can do without.

With all that in mind, we can't possibly put a radio on a tank for use in combat, and putting a radio transmitter on a tank that can be used while parked would require either a very specialized variant and more room inside than we can reasonably expect to have, or a short range transmitter carried in one or more large boxes stowed externally. However, a receiver that can be used while parked with a bit of setup time is actually not too hard if we've got a little room for it, and a specialized radio vehicle should be possible if we had a use for it and the time and money to throw at it.

People who know more than me about our actual needs can make of all this whatever they like.

Here's a resource on the sort of things you can do with compact equipment and battery power at this tech level. We can replace the coherer (figure 4) with a rudimentary diode, but otherwise this isn't far off from what the system we end up with might look like. If I'm reading it right, they even seem to be using a copper plate as something like a capacitance hat for their antenna to let them get decent results with a shorter length than would otherwise be necessary, though they don't seem to have any idea that that's how it actually works. We could probably do something like that to keep antenna length somewhat manageable.
 
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I am leaning towards high-low, and I would vote for it, except I really really want explicit trench-crossing listed in its capabilities @Himmelhand. We're fighting a trench war, and once dug in digging the enemy out is hard. We should also aim for more than the commonly employed trench, since widening the trench is an easy counter to tanks.
 
Omake: Future of the Tank, M.904
Future of the 'Tank'

In this war, all sides started acquiring experience with armored vehicles moving overland - most often cars, but the so-called 'tanks', purpose-built armed and armoured engines of war, gain more and more popularity as the tool of choice for supporting an advance - or, indeed, a defence.
These lumbering beasts are not impervious to enemy fire - truly, a lucky shot can find a crack in any armor - but, as our experience with them grows, so their contruction improves, and in immediate future we will see machines capable of ignoring most everything on the battlefield, with only purpose-built weapons being capable of harming them.
These machines would be capable of destruction on a level with the heaviest of cannons with precision unachievable by current artillery practices. They would be "battleships" of the "overland fleet", bringing their guns on the targets worthy of attention, and they would coordinate with their "escorts", infantry supporting them, to ensure that no enemy escapes their notice.
Just like ships of the line of ages past, 'tanks' nowadays are lined with guns of all calibers and like first battleships, they carry uniform coat of plate. However, their own 'Dreadnought' will come, and the ensuing revolution will see 'tanks' capable of training their guns on anywhere within sight of it's crew and of shrugging off shots of heaviest cannons. And that 'Dreadnought' will come soon, for we have most everything needed to build it.
However, a cunning enemy will find a way to deal with these engines of war. After all, a 'tank' that cannot participate in battle is equal to no tank at all, and anti-tank trenches, anti-tank stakes and mines wil be seen on battlefields of tomorrow - and in that race of defence and offence, of sword and shield, it would be a poor 'tank' against which these measures would be effective.

However, that is what a future tank will be - what a future tank shall be. An ideal for which engineers should strive for, perhaps unachievable, but only more desired for it.

EDIT: Let this count as my vote.
 
Noted. Bit short for a full paper, though :V
I imagine it would be posted in something like 'popular mechanics' magazine, complete with large and flashy image of what the tank might look like that is simultaneously terribly futuristic and exceedingly silly.
Note though that in 1904, the Dreadnought hasn't actually been launched yet, that'll be in 1906.
Edit: like so.
 
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[X]Onward, Irmionic Soldiers
-[X]In the future, the Irmionic military will utilize two types of tanks - one for infantry support and one for assisting the cavalry with their breakthroughs.
-[X]Both tanks will be actually impervious to small-arms and machine-guns, even those utilizing armor-piercing ammunition.
-[X]The infantry tank will be able to keep up with infantry on the advance and carry either a machine gun, a heavy machine gun, or a light cannon for destroying and suppressing machine-gun nests and cutting through fortifications. It will be relatively well-armored and maneuverable and be able to go virtually anywhere that the infantry can, although likely relatively slow (but it only has to keep up with the infantry, so no big deal).
-[X]The cavalry tank will ideally be faster and perhaps less well-armed (carrying machine guns only or a heavy machine gun, although a light cannon is not put of the question), but able to support a cavalry advance and breakthrough through open terrain and able to cut through infantry or other forces it encounters that have not had time to entrench or suppress those entrenchments it does encounter so that the cavalry troopers can maneuver on and destroy them. It will ideally be more maneuverable and have a longer operational range than the infantry tank., as well as being able to maintain a decent speed that will allow it to keep up with the cavalry.
 
More Radios
Reply that's been waiting until I have a Real Keyboard

As a natural consequence of some of the contents of my omake, we're probably not far off from radio equipment that could survive a tank's vibrational environment and the kind of jars it might get from gunfire and uneven terrain. The bigger issues are power and an antenna.

Currently, the Iromic Army attaches a Signals Battalion to every Division, from which descend four Signals Companies, to be attached to each regiment. Of each Signals Company, there are six Signals Platoons to be attached to the regimental assets (4x infantry battalion, 1x artillery battalion, 1x cavalry battalion or Mountaineers battalion) per standard infantry division) consisting of field telephones and telegraphs, semaphore units, and a Radio Team in charge of the battalion radio. Due to the many mountainous regions of the Iromic Empire, radio hasn't exactly taken off with flying colors, but it is used for lateral communication quite heavily by the units currently involved in the fighting. Radio teams of a Signals Platoon are granted four horses and wagons, one steam electrical generator, and one rather large and unwieldly spark-gap radio. Traditionally, the first wagon is for the antenna (to be lofted via oil-powered hot air balloon or strung across available trees) while the second wagon is the radio itself and logbooks, the third wagon being the generator, and the last wagon containing fuels and spares for all and sundry devices. Whenever possible, radios are substituted with field telegraphs due to the later's higher message thoroughfare rate and reliability; that said, many signals companies swear by their radio platoon's ability to remain in contact through situations that would stop a field telegraph from maintaining contact- as long as the radios have been in contact before the events have started.
 
Reply that's been waiting until I have a Real Keyboard



Currently, the Iromic Army attaches a Signals Battalion to every Division, from which descend four Signals Companies, to be attached to each regiment. Of each Signals Company, there are six Signals Platoons to be attached to the regimental assets (4x infantry battalion, 1x artillery battalion, 1x cavalry battalion or Mountaineers battalion) per standard infantry division) consisting of field telephones and telegraphs, semaphore units, and a Radio Team in charge of the battalion radio. Due to the many mountainous regions of the Iromic Empire, radio hasn't exactly taken off with flying colors, but it is used for lateral communication quite heavily by the units currently involved in the fighting. Radio teams of a Signals Platoon are granted four horses and wagons, one steam electrical generator, and one rather large and unwieldly spark-gap radio. Traditionally, the first wagon is for the antenna (to be lofted via oil-powered hot air balloon or strung across available trees) while the second wagon is the radio itself and logbooks, the third wagon being the generator, and the last wagon containing fuels and spares for all and sundry devices. Whenever possible, radios are substituted with field telegraphs due to the later's higher message thoroughfare rate and reliability; that said, many signals companies swear by their radio platoon's ability to remain in contact through situations that would stop a field telegraph from maintaining contact- as long as the radios have been in contact before the events have started.

That sounds about right, though the tech should exist to shrink that quite a bit in the near future. Still spark gap and the same frequency range, but the radio can be made smaller and more reliable, the generator can be replaced with a smaller ICE-based one I would think, and the antenna can be made shorter with a capacitance hat like the article I linked, perhaps made of thinner wire, and if necessary, restricted to trees or lofted with a potentially lighter but more temperamental kite. I would expect to see significant advancement during the war.

I'm almost tempted to offer to run a spinoff radio quest, but I'm not sure there'd be an interested and informed set of players or that I'd have the time, and I know I don't have a solid grasp on the military side of things.
 
That sounds about right, though the tech should exist to shrink that quite a bit in the near future. Still spark gap and the same frequency range, but the radio can be made smaller and more reliable, the generator can be replaced with a smaller ICE-based one I would think, and the antenna can be made shorter with a capacitance hat like the article I linked, perhaps made of thinner wire, and if necessary, restricted to trees or lofted with a potentially lighter but more temperamental kite. I would expect to see significant advancement during the war.

The steam engine generator is less because there's not an ICE or other power plant available, but more because its hard to break and provides a good mass of hot water for the headquarters section and is very much an all-fuel system. Hot water in the field is an incredibly valuable resource, and not needing to fire up the water boiler tank in the field kitchen is a good thing for fast marches out to location. Once you're dug in, a field kitchen is invaluable, but they're also slow and make marches slow.
Adhoc vote count started by 7734 on Jun 1, 2018 at 11:01 AM, finished with 24 posts and 10 votes.

  • [X] Plan High-Low
    -[X]All tanks should incorporate good visibility, communications, and crew ergonomics wherever possible.
    -[X]Light tank for cavalry roles and exploiting breakthroughs
    --[X]Capable of traversing muddy, uneven ground
    --[X]Should emphasize mechanical reliability and operational range in its engine and drivetrain
    --[X]Weaponry up to a very heavy machine gun or light cannon.
    --[X]Armor impervious to small arms fire
    -[X]Heavy tank for infantry support and forcing breakthroughs
    --[X]Mobility to consistently keep pace with an infantry assault over broken ground
    --[X]Armor impervious to small arms fire and resistant to larger weapons and close artillery strikes
    --[X]Primary weapon capable of firing HE shells to attack enemy fortifications
    --[X]Independently targetable machine guns to suppress enemy infantry
    [X]Onward, Irmionic Soldiers
    [X]Onward, Irmionic Soldiers
    -[X]In the future, the Irmionic military will utilize two types of tanks - one for infantry support and one for assisting the cavalry with their breakthroughs.
    -[X]Both tanks will be actually impervious to small-arms and machine-guns, even those utilizing armor-piercing ammunition.
    -[X]The infantry tank will be able to keep up with infantry on the advance and carry either a machine gun, a heavy machine gun, or a light cannon for destroying and suppressing machine-gun nests and cutting through fortifications. It will be relatively well-armored and maneuverable and be able to go virtually anywhere that the infantry can, although likely relatively slow (but it only has to keep up with the infantry, so no big deal).
    -[X]The cavalry tank will ideally be faster and perhaps less well-armed (carrying machine guns only or a heavy machine gun, although a light cannon is not put of the question), but able to support a cavalry advance and breakthrough through open terrain and able to cut through infantry or other forces it encounters that have not had time to entrench or suppress those entrenchments it does encounter so that the cavalry troopers can maneuver on and destroy them. It will ideally be more maneuverable and have a longer operational range than the infantry tank., as well as being able to maintain a decent speed that will allow it to keep up with the cavalry.
    [X]Onward, Irmionic Soldiers
 
Contest 1: Filler!
With your white paper out and the mess with Bavaria all tied up above your pay grade, it was time to kick back, relax, and enjoy a snifter of brandy as war ground into another stalemate or three.

Of course, that just meant more parties, social events, and then the call came in. After prooving your competence (and running the entire thing while your CO was on death's door) the Brass had elected to promote you Major Otto von Rabe. As nice as the pay hike and shiny new collar was, it also reminded your Mother that you did in fact exist. This was not a good thing. This was very much not a good thing. This was, as a matter of fact, a terrible thing, because according to her you should have been married three years ago when you made it up to Hauptmann, and that with one daughter carrying on a torrid relationship with some Duke's daughter and a youngest son who had shipped out to la Merezude and had since sent a Christmas card every year and nothing else, that meant you were responsable with providing her with grandchildren.

Which naturally meant you couldn't keep bacheloring around, sleeping in your office or a friend's apartment when they were deployed out of the city, or any of the other tricks you used to save money for your addiction to the theatre and the orchestra. Getttin married meant getting an apartment, or a house, or something, as well as getting a wife.

You honestly weren't sure how most of that would work, really. Girls were… odd. Fortunately, Mother was in town and would be happy to help.

Fuck.

((You're getting hitched apparently. Vote for ONE girl. Their mechanical effects vary))

[] Rifka Eibenschütz: A young daughter of a banker family who's not too far from your age, Rifka has her eye set on a comfortable staff officer so she doesn't have to stray too far from Lunesburg.
[] Alrune von Frankenstien: A lady close to your own status, Alrune has family in the Imperial Institute of Life Scinces and dearly wishes to get out of a townhouse that's packed to the brim with mad scientists and other boarders.
[] Hilde Ledwinka: A daughter of an automobile designer, Hilde has always seen something interesting in the art of gears turning, and hopes you share enough of her intrests to make an exciting marriage.
[] Anne-Marie Toldbringer: "You... do you remember that old promise you made me?


Yeah, short update today. Events are resolving, calm down. Have some music to compensate.



 
[x] Anne-Marie Toldbringer: "You... do you remember that old promise you made me?


oh hell yes! Childhood friend route is a go

though can we vote for more than one? the engineer seems like a nice girl too
 
I think he meant approval voting.
[x] Hilde Ledwinka: A daughter of an automobile designer, Hilde has always seen something interesting in the art of gears turning, and hopes you share enough of her intrests to make an exciting marriage.
 
[X] Hilde Ledwinka: A daughter of an automobile designer, Hilde has always seen something interesting in the art of gears turning, and hopes you share enough of her intrests to make an exciting marriage.
 
That is called "bigamy" and legally discouraged in a number of ways. I do not recommend.
no i mean, can we do a numbered vote for preferences or approval voting? first past the post voting does not seem like a good fit for this decision

(also people, we have invisitext options)
 
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[X] Anne-Marie Toldbringer: "You... do you remember that old promise you made me?
 
[X] Anne-Marie Toldbringer: "You... do you remember that old promise you made me?
 
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[X] Alrune von Frankenstien: A lady close to your own status, Alrune has family in the Imperial Institute of Life Scinces and dearly wishes to get out of a townhouse that's packed to the brim with mad scientists and other boarders.

I'm glad to know our sister is a lady adventuress. We should have her and her friend over for tea some time.
 
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[x] Anne-Marie Toldbringer: "You... do you remember that old promise you made me?

 
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