Character Sheet


Stress
0​
Office Stress
0​
XP
5​

Matsura Asuka
Head Designer for Ohara Airworks
Age 24 (Legally 25)
Year 12 AF (After Flight)


Design Stats
Aerodynamics Engineering - +2
Structural Engineering - +2
Chemical Engineering - +1
Mechanical Engineering - +1
Ballistics Engineering - +1
Electrical Engineering - 0

Personal/Political Stats
Social Skills - 0
Politics Skills - 0
Importance - 2
Income - 1
Investments - Ohara

Resources
Power - 0
Wealth - 2

Designs
Type 1 Series - Military Variation (Designated T1M1)
Type 2 Racer (World Speed Record October 1910-April 1911, 180kph)
Model 2 Scout (Designated T1M2)
Navy Scout Prototype (Drowned Rat)
Dive Bomber B1M1 "Duck"
Machine Gun Carrier R1A "Dragonfly" (World Speed Record May-July 1911, 200kph)
Naval Rescue Water-Landing Supply Plane NR1M0 "Dolphin" (World speed record 240kph)
Rhino Demon Train Hunter
The world's first airliner
The world's first pulsejet airplane

Assets
Slide Rule
Computator (1 Reroll per Routine)

Languages
Albian
Gallian

Familiar Vices
Drinking
Prostitutes
Dancing

Family Life
- Engaged to Arita Yachi, formerly the leading Ace in the Imperial Army. Designated #1 Cutest Army Boy, he's having some serious problems with PTSD right now.
- Taking a second try at dating Mikami Kiho, ex-dockerwork from the south.

Upgrades
- 3 XP to upgrade a stat.

Ohara Airworks
Start Up, Imperial Capital, Akitsukuni

Owner
- Mr. Ohara, Rich. Aircraft Enthusiast. Business guy.

Engineers

Kibe Koume, 26, Office Manager
Tiny & angry, Kibe went to school in Albia, picking up the language, the religion, and a fuckload of swear words. Speaks Albian.
Mechanical +2, Ballistics +1
Office Manager: If Kibe is not assigned to a team, the Office Stress is reduced by 1.

Sakane Jun, 26, Second Team Leader
A soured patriot, Sakane is married and has a young child being raised gender-neutrally. His two brothers who fought in the war.
Structural +2, Aerodynamics +1
Team Leader: If there are any additional projects, Sakane will lead them.
Joinery: Sakane has training in the traditional Akitsukuni carpentry art of joinery, creating complex self-supporting joints with no fasteners or glue. When working with non-monocoque wooden spars or ribs, +1 Structural.

Tezuka Kenji, ???
A stoner with occasional flashes of insight. Nobody really knows what he does, but he's probably useful?
Aerodynamics +2, Chemical +1
Flashes of Brilliance: Each natural 10 rolled by any team Tezuka is assigned to gives +1 forward to the next research roll.

Hasegawa Morio, 26
A hopeless nerd with a photography habit, mostly on account of developing his own film, Hasegawa seems to do nothing but work and stack card houses, but somehow has an incredible attractive boyfriend. Speaks Gallian.
Chemical +2, Ballistic +1
Silent Workhorse: Hasegawa can work on two different projects at once for no cost to Office Stress, providing they use different stats.

Kawamura Yosai, 25.
Serially successful womanizer and incredibly attractive, Kawamura doesn't seem to have much of a personality outside of seducing women. Well, except for that time he seduced Asuka, which nobody talks about. Speaks Dyske.
Structural +2, Electrical +1, Social +1
Easily Distracted: If Kawamura is working on the same team as a female or non-binary employee, the team is at -1d10.

Koide Hatsu, 24.
One of the few female graduates of an Akitsukuni engineering school, Koide is brilliant and incredibly driven, but her first job at Akibara was both humiliating and exposed her to an abusive coworker. Her father is a rich businessman with factories in Joseon, and she's engaged to Ken from Castles of Steel. Speaks Joseon.
Mechanical +2, Structural +1
No Sleep: If you let her, Koide will work herself to death. She can work a second project for no Office Stress, but all her stats will be reduced to 1 for the routine.

Kobayashi Ayao, ???
Disowned heiress of the Kobayashi family, all Kobayashi wanted was a career and to be a modern woman. For her trouble, a cousin threw acid on her, scarring her face, neck, much of her torso, and her left arm. Despite appearing serene and above it all, she's actually an avowed communist activist and baseball player.
Aerodynamics +2, Social +2

Adachi Ren, 24
Adachi learned chemistry from her father, one of the most famous chemical engineers in the country, rather than through formal schooling. She's married, has a kid, and takes spirituality very seriously. Yes, you did the math right, she had Yuki when she was 17. It's 1912, folks.
Chemical +2, Electrical +1
Young Mother: Adachi will cause double Office Stress if she has to work multiple tasks.

Uyeno Sei, Ballistics Engineer, 31.
The oldest member of the crew, this is Uyeno's second career. Her first was as an officer in the Imperial Navy with specialized technical training: her very promising career was cut short by her transition. Her work in a naval arsenal on machine-guns landed her the job here. Briefly dated Satomi (the age range is a bit creepy but again, 1912), she's missing a piece of her ear and is deaf on that side, from an exploding cannon. Recently returned from Varnmark from experimental surgery, she's known for her skill navigating gendered bureaucracy.
Ballistic +3

Mi Kyung-Jae, 23
A recent graduate of the Imperial College of Heijo, Mi is from the recently annexed territory of Joseon. For those keeping track at home, that means he's a Korean national living in Imperial Japan in 1912. We haven't seen much of his personality because he's rightfully terrified of everything around him. He has a specialty in endurance engine design and modification. Speaks Joseon.
Mechanical +1, Chemical +1
Endurance Engines: Mi has an excellent understanding of metallurgy and tolerances. Any engine he works on gains +1 Reliability if a 16+ is rolled.
Pulsejet Wizard: Mi is now one of the world's leading experts on the pulsejet engine. He can be given his own project to custom-craft pulsejet engines, and he gives +1 to any pulsejet-related project.
Joseon National: Mi does not have security clearance to work on any top-secret projects.

Miyoshi Shigeri, 23.
A non-binary person and admirer of Asuka's work, they were in an support role in the Army before joining the company.
Structural +1, Mechanical +1, Aerodynamic +1
Mechanic: Miyoshi has some experience repairing and refurbishing aircraft. They get +1 if assigned on the clean-up phase.


Other Employees
- Ohara Satomi, 22, Mr. Ohara's niece and the company test pilot, Ohara is a general lesbian disaster. She's good at flying planes, driving cars, and kissing girls. She's bad at being patient, being respectable, and sticking to literally anyones conceptions of gender roles. Deeply in lesbians with Coralie D'Amboise.
- Fujkikawa Sotatsu, old, modelmaker. He's an old man and toymaker and we don't see much of him because he locks himself in his workshop a lot. He's friends with Kawamura?

Assets
- Engine Test Rig (Allows engine tweaking and optimization.
- Wind Tunnel (+1 Aerodynamics)
- Rapid Prototype Lab (+1 Clean Up)
Expanded Cast

Akitsukuni Industry
- Homura Mohoko: Head Engine Designer for Kobayashi. First female engineer in the country. A lot of sex appeal.
- Okumura: Head of Akibara aircraft design.
- Yamanaka Hajime: Kobayashi engineer. Young and eager.
- Igarashi Masazumi: Kobayashi engineer. Reserved and experienced.
- Admiral Akibara Toru: Imperial Navy Admiral. Maximum nepotism. Maximum douchebag.
- Lt.Cmnd Akibara Shinzo: The above's son. A hottie but very forward.



Character Families
- Matsura(?) Mizuko: Asuka's sister. Was paralyzed in an accident in Asuka's first flight. Lives Elsewhere and is married now. Can't forgive Asuka, even though she's tried.
- Adachi Motoki: Adachi's husband, an accountant. Legally blind.
- Adachi Yuki: Adachi's 7 year old daughter and wannabe pilot. Very adorable.
- Yachi's Brother: Exists.
- Sakane's Wife: Exists. Drives him a bit crazy, but he loves her.
- Yachi's Brother's Wife: Exists. Is statistically likely to be pregnant.
- Lt. Coralie D'Amboise: Gallian pilot in exile. Satomi's girlfriend. 25. Accomplished bisexual duelist. She flew in the war for a single day, and for her troubles got a hole blown in her cheek and had her left arm paralyzed.

Akisukuni Army & Ex-Army
- Lt. Torio Tanaka: Yachi's former observer as an enlisted man. Was jumped up to fly Ducks and lost a leg on his first mission. A trained painter, married to Torio Saya.
- Captain Amari Shiro: A Dragonfly pilot who ended up flying as Yachi's partner. Kind of delightfully twinky. They sorta slept together at one point, which wasn't great. He lost his previous boyfriend in the April Offensive and turned his plane into a shrine. He was shot in the gut and is still recovering.
- Major Izuhara: Logistics officer, Imperial Army, this bespectled officer stood up to the Caspian Crown Prince and accidentally kicked off the Akitsikuni-Caspian War. The guilt was so much that, after almost a year of running Army procurement, he shot himself in a phone both.
- Captain Nakai Sekien: Army scout pilot. First person to drop a bomb from an airplane, later head of the Duck Squadrons.
- Captain Teshima: A Desk pilot that fought with Yachi. Lost an arm in the process, took over for Major Izuhara after his death. Seems cheery despite it all.
- Captain Nashio: A real piece of shit dude and probably a rapist, he's also a war hero as the second-highest scoring ace on the Akitsukuni side. He was a young shitty kid in way over his head but it's no excuse.
- Lt. Kinjo: Kind of a dumb lump and Nashio's friend, one of the desk pilots. Dead at 19.
- Lt. Okazaki: Yachi's friend from before the war and pilot, he died in a spin in his dragonfly. His death probably hit Yachi the hardest.

Westerners
- Rose & Antoinette Sears: Pioneers of flight. Sisters. Black in 1910s not!America. Yikes.
- Timina Guasti: Famous aircraft designer from Otrusia. Likes big planes and green.
- Prince Protasov Vasilyevich: Crown Prince of Great Caspia. Real dick. You gotta hand it to him though, a decent flier.
- Count von Zeppelin: Invented rigid airships. Runs a successful airline business. Damned impressive.
- Bennhold: Aircraft Engineer. Experimenting with metal aircraft.
- Aileen Middlemiss: Albian reporter for the Artimis Times. Well meaning and oblivious.
Available Tech
  • Materials: Wood, Duralumin, Molded Wood, Wood & Silk Composite, etc
  • All engine mounts
  • All wing types
  • Basic reinforcement
  • Wing warping and ailerons
  • Basic water radiators
  • Flying Wings
  • Semi-Monocoque design (requires at least half the slots have frame pieces)
  • Valved pulsejets
  • Basic weapon mounts and turrets
Tech not Yet Developed
  • Custom engines
  • Monocoque construction
  • Cantilever Wings and associated tech
  • V and T tails
  • Tailless designs
  • Aluminum and titanium
  • Cellulose surfacing
  • Any kind of radar
  • Weapon accessability mods
  • Interruptor gear
  • Geared propellers
  • And Maybe Other Stuff
Akitsukuni
Island Nation

Government
Constitutional Monarchy
- The democratic portions of the government are dubiously legitimate.
- The head of state is the Empress of Akitsukuni. She gives her blessing to newly formed governments.
- The Navy and a small number of families have undue influence on politics.

Economy
Developing Mixed Market
- Most industry is controlled by a small number of wealthy, family-owned companies.
- The state provides most contracts to industry. Consumer good market is anemic.
- Exports are few, mostly cultural.
- Imports are raw minerals, food, oil, and expertise.
- Currently suffering an economic crash after the last war.

Politics
The Diet is currently ruled by a Constitutional Nationalist government. It has a system of nonlocal proportional representation, with representatives appointed by the party in accordance to their share of the vote.
- Constitutional Nationalists: 50%
- Purity Club: 9%
- New Independents: 26%
- Fairness Association: 11%
- United Communist League: 2%
- Monarchists: 1%
- Assorted Fringe Parties: 5%

Demographics
Akitsukuni is mostly very ethnically homogeneous. Around 5% of the population are various minorities, most from nearby countries. Roughly .1% are westerners here for business or in advisory positions.
- Population: 55 Million
- Religion: Mostly Kodo. Roughly 2% of the population follows western religions.
- Wealth: Most wealth is concentrated in the top 5% of the country. Nearly 20% of the population lives in conditions indistinguishable from peasantry.
- Urbanization: Heavily urbanized for a small economy: 35% and rapidly growing.

Military
At Peace
- Imperial Akitsukuni Navy (IAN): The 6th largest in the world, and the most experienced.
- Imperial Akitsukuni Army (IAA): 150,000 highly experienced soldiers, and a considerable reserve.

Aspects
- Poor Resources: Aluminum costs +1.
- Damn Akitsukuni Engines!: Engines have -1 Reliability.



The Main Character Of This Quest Is Nonbinary And Uses They/Them Pronouns.

I Am Putting This Here Because The Next Person To Misgender Them Is Getting Yeeted Into The Trash


Also here's the Gayaverse TV Tropes page, because why not.
 
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[X] 3 wires, 4 fairings

Drops us a point of DP and puts DNE at 160. Would be nice to do better than that, but it at least gives us enough top speed to cut into that we can get the thrust we want without slowing down any more than that. Once again, contingent on solving the landing gear problem.
I might not have got it but as far as I see 3x wires would give us 30 km/h extra DNE and put us at 130 km/h. What pushes us to DNE 160 km/h in your calculations?
 
@Jace911 Could we not do 3 Wires, 4 Fairings?

We'd be at DNE 160 with V_Max at 210 as Drag drops to 14. Plenty of speed to trade for thrust.

OTOH, we could do 3 Wires, 1 Bracing and 3 Fairings for DNE = V_Max = 170.
 
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How do you know how much Thrust you need?
It's something you feel out for the purpose of your aircraft. If you're an energy fighter, you can have a low thrust and zoom and boom away from the fight to recover, while turn fighters like having lots of thrust to boost back to full speed after maneuvers.
 
Welcome back, everyone. Now, can anyone give me a plan that gets us above 160 without optimizations, or that gets us to 160 with room for optimizations to easily matter?
 
You need 1 to move. That's it.

If you were trying to outrun someone quickly you'd want higher Thrust, but this is an endurance race.

Huh...

So like, take-off ground roll isn't a thing we're constraining for right? Like we're not going to have a situation where we start taking off, then go "oops you ran off the runway into a ditch and exploded".
 
So the trade is 10 kph per 1 thrust? That really kind of sinks our max speed quite a bit with the wires and bracing plan if so.

@Jace911 Could we not do 3 Wires, 4 Fairings?

We'd be at DNE 160 with V_Max at 210 as Drag drops to 14. Plenty of speed to trade for thrust.

OTOH, we could do 3 Wires, 1 Bracing and 3 Fairings for DNE = V_Max = 170.

These seem like they might be promising. Thoughts?
 
Huh...

So like, take-off ground roll isn't a thing we're constraining for right? Like we're not going to have a situation where we start taking off, then go "oops you ran off the runway into a ditch and exploded".
At this stage, our runway is a big open field more likely than not. Makes getting one long enough relatively easy.
 
Wait, isn't the route running along a railroad? In that case, it should be possible to take off from the almost certainly smoother rails than the field, assuming a low enough rate of traffic, or even on a well-trafficked route if it's a double track. You obviously couldn't land like that as the required precision would be immense, but you don't need as much care when landing versus when taking off. This could be done as a conventional tail-dragger with the front wheels replaced with ones designed to interface with the track or with a cradle-cart that could stably run along on the tracks carrying the plane without any tie-downs so that the plane can get up to speed riding on it then lift off of the cart without impediment. It should be more than simple enough to do, and would make taking off much easier.
 
You could investigate retractable gear in the final stage if you'd like.


You know, I'm thinking that it maybe makes for sense for us to do things with uncertain outcome (like rolling to researching retractable landing gear) now, since the best choice for the optimizations we're doing now depends on the outcome there. It seems like we might want to revist the current stage after we get the results of that and engine tuning, etc.
 
If we have to get Thrust to 1, it's a 1 to 1 trade with V_max. Thus, we would bring V_max down to 130 just so it could get off the ground. If we can use Fairings to get to DP2, our V_max should go up though.

To get DNE to 130, we could do
[ ] 1 Wire, 1 Brace, 2 Fairing
This drops us to DP2 though, with a total Drag of 14. We could sink all our mass into Fairings though, and offset two additional wires, for DNE 160 and V_max of 140 plus whatever we get from reduced drag. That would look like
[X] 3 Wires, 4 Fairings
 
To do better than the 4 fairings, 3 wires plan, we need to bring our top speed up to 200 and have enough V DNE to make use of it. If we can ditch the landing gear drag, that gets us -1DP. If we can lose one drag, that gets us -1DP. Losing mass enough to matter isn't plausible while also increasing structure.

A few questions then occur to me.

How easy is it to gain enough engine power in optimization to usefully increase our top speed?
How easy is it to get structure either outright in optimization or in exchange for things like handling that we don't care about?
How easy is it to improve drag in optimization?
How easy is it to arrive at retractable landing gear, streamlined landing gear or some detachable + skids approach and thereby save drag?

As it stands, the 160 plan is our best bet and I figure we should be looking for a point of structure somewhere in optimization to bring it to 170. Going beyond that is really hard. Maybe this changes if we luck out in engine and/or landing gear work.

Thoughts?
Adhoc vote count started by brmj on Jul 18, 2018 at 8:27 PM, finished with 672 posts and 7 votes.

Adhoc vote count started by brmj on Jul 18, 2018 at 8:33 PM, finished with 675 posts and 8 votes.
 
You know, I'm thinking that it maybe makes for sense for us to do things with uncertain outcome (like rolling to researching retractable landing gear) now, since the best choice for the optimizations we're doing now depends on the outcome there. It seems like we might want to revist the current stage after we get the results of that and engine tuning, etc.

This is also known as "establishing an R&D department". I really want one, you could get so much if you could jump ahead of the competition's tech level...
 
Alright, I've been convinced by the 160 plan.

[X] 3 Wires, 4 Fairings

I don't think we should worry too much about milking every point we can out of this. This isn't going to be some kind of vertical race, there won't be diving to build up speed and break DNE.

edit: i know the second part doesn't make sense there but I'm tired okay. 155-160 is a whole 30 kph over the current record, we should be fine is my point.
 
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It's something you feel out for the purpose of your aircraft. If you're an energy fighter, you can have a low thrust and zoom and boom away from the fight to recover, while turn fighters like having lots of thrust to boost back to full speed after maneuvers.
As Sketch knows, having seen GRASSHOPPER, which can boost from stall to V_Max in one go. Granted, that's not a big hop, but it also has a redonkulous amount of fuel and a very reliable engine, so it can boost all day long.
If we can ditch the landing gear drag, that gets us -1DP.
That probably isn't a good idea, retractable landing gear will add more weight.

[X] 3 Wires, 4 Fairings

This drops our DP down to 2, and gives us much more structure, boosting both V_Max and V_DNE, and with a bit of engine tuning we'll be doing really well. If we can optimize for even Streamlining I, that'd drop our DP down to 1. Drag currently gets optimized in chunks of 5, while Mass gets optimized in chunks of 2, and so probably won't matter at all, because we need to build our current design assuming that we won't make any of the optimization rolls. Engine tuning won't require a roll for doing tradeoffs like making them a bit thirstier in exchange for more power, butmmight require money, and I'm not sure if we're dropping 7 money on wires and fairings
 
As Sketch knows, having seen GRASSHOPPER, which can boost from stall to V_Max in one go. Granted, that's not a big hop, but it also has a redonkulous amount of fuel and a very reliable engine, so it can boost all day long.

That probably isn't a good idea, retractable landing gear will add more weight.

[X] 3 Wires, 4 Fairings

This drops our DP down to 2, and gives us much more structure, boosting both V_Max and V_DNE, and with a bit of engine tuning we'll be doing really well. If we can optimize for even Streamlining I, that'd drop our DP down to 1. Drag currently gets optimized in chunks of 5, while Mass gets optimized in chunks of 2, and so probably won't matter at all, because we need to build our current design assuming that we won't make any of the optimization rolls. Engine tuning won't require a roll for doing tradeoffs like making them a bit thirstier in exchange for more power, butmmight require money, and I'm not sure if we're dropping 7 money on wires and fairings

Switching my vote to this, good math.
 
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