Voting is open
Was there any good reason to pick in house though? Mechanically it seemed to be objectively better to not do in house.

Sometimes in-house will be the better option. Today, it wasn't.

We could end up with a very sexy prototype that couldn't be mass produced.

More accurately, you would end up with a wonderful prototype that needs to have compromises made and licensing done to get it into mass production. Which means voting.

Ah, a hidden mechanic like that. Is that actually something we need to worry about in the scope of the quest though? Thought this was more of a design quest than a whole production process simulator quest.

There's no such things as hidden mechanics in my quests, there's only reading comprehension. If you have it, the quests get a lot easier.
 
There's no such things as hidden mechanics in my quests, there's only reading comprehension. If you have it, the quests get a lot easier.

I'm gonna assume you have personal issues with "hidden mechanics" and felt a backhanded insult where there was none.

Quests need clear communication from the GM about things that are in the scope of the quest. You've got everything in your head/notes/wherever else GM's keep stuff, so something painfully obvious to you isn't necessarily to us players. Them being a small shop could be inferred to have issues on the supply chain down the line, but for all we know as players that wouldn't matter since it could be out of the scope of the quest.

Knowing your rules/expectations is important for the players so we all have a good time with the quest. No one wants a "stab yourself in the heart for power" kerfluffle after all.
 
Knowing your rules/expectations is important for the players so we all have a good time with the quest. No one wants a "stab yourself in the heart for power" kerfluffle after all.

The irony of citing another quest where there were issues with reader comprehension are palpable. It's amazing, time really is a flat circle.
 
The irony of citing another quest where there were issues with reader comprehension are palpable. It's amazing, time really is a flat circle.

I'm not familiar with the quest referenced, but that doesn't mean his point is invalid. The border between reading comprehension issues and unclear expectations for readers is not as black and white as you are making it out to be. Whenever you simplify a vastly complicated process like the design of a fictional war machine down to a handful of votes the voters are always going to have to make assumptions about what is and isn't within the scope of the quest. Especially when votes are light on numbers and mechanics that are visible to the the voters. And it can be very frustrating to then be condescended to because your thought process didn't match that of the QM.

I understand you like running quests that challenge players and force them to think critically. But you can't explain away every misunderstanding or miscommunication between QM and players as lack of reading comprehension or laziness on the part of the players.
 
Contest 1: Scout Mech phase 4 (corrected vers)
At this point, your shop floor was filled by two prototypes, both under constant work. The first prototype was the power prototype, holding an engine, transmission, generator, and batteries. The most notable feature of it was that it caught fire all the damn time, and at this point had caused you to permanently assign a detail of two junior workers to stand around with respirators on their necks, goggles on with the halon extinguishers ready to deal with the damn thing.

The second prototype, meanwhile, was the dry fit prototype. Everything that wasn't the power system went on it, which in this instance meant the beginning of the actuator hardpoints, the cockpit, and the radio shock absorber frame. Currently, it was holding a prototype cockpit, developed by your in-house cockpit design team.

All in all, the cockpit was perfectly satisfactory. Based heavily on the Argnée cockpit, it had all the standard features. Saddle seat, foot saunters hooked up to the rear legs, tiller controls with two-position ring levers for the knee breaks, center throttle lever with a hand clutch, and the normal gauge layout. The one major innovation was independent leg tensioner gauges, allowing the pilot to be able to do damage control on any one individual leg if anything happened. Once that was done and installed to the satisfaction of all and sundry, you moved back to the power prototype, and prepared for pain.

The problem with the original transmission adaptor was that it was a series of power splitters and a power joiner. To fix that, you instead came up with a relatively simple fix: you would take the standard differential from inside, and then you'd daisy-chain together three of them with extensions to the case, with the last case having the end removed to drive a flywheel with any residual power that would then have the generator leech off it. The lab had an utter fit actually building some practicable prototypes, but the system mostly worked, and even let you sneak in a better clutch and gearbox assembly to increase engine torque as needed.

Of course, every solution bred new problems as your team flailed about trying to coax more power out of the engine. Your last resort would be buying the superchargers needed to force more air into it: between the cost and the complexity of mounting the things and re-engineering the fore hull, it would be the least pleasant option as far as you could foresee.

The other options weren't much better, though. The current line of experimentation was in higher octane fuels with assorted fuel boosters in them. There were two sides to that plan, and so far neither had covered themselves in glory.

The first group had been working with a wet nitrous oxide booster system. By injecting nitrous gas into the fuel system after carburation, the nitrous oxide would break down into additional oxygen, with the added nitrogen serving as inert filler to help raise cylinder pressures. Aside from repeatedly damaging the engine as a result of mis-application of the system, they also required a patently absurd amount of nitrous oxide, which would only be used under certain conditions as a way to add extra horsepower in high-intensity situations. The addition of a tank of liquid in a pressure system that would evaporate at room temperature was also a less-than-ideal addition to an already fire-prone mecha.

The second group had been working with a direct fuel additive, tetraethyl lead. While both more simple to work with than the nitrous oxide team, the tetraethyl lead team was much more expensive in secondary costs. The material in question was made with a combination of ethyl chlorine and lead salts in a chemical equation that made your head spin, and was in low supply at all times. If this was to be a key part of your mecha's engine system, the French Army would need to dedicate intensive effort to producing the stuff in job lots. Mind, it would also work on every other engine in the French Army, but that didn't change the fact the initial outlay would be, dun dun dah, your fault.

Still, with the transmission fixed and the cockpit sorted out, you could move forward, specifically to the legs. With the feet and actuators sorted out and no last-second requirements forcing a change here, you could do final prototype leg design. Fortunately, that was dead easy. Each leg had a simple four-actuator design, and testing on the OSEN actuators revealed that they were more than adequate for the loads they'd be placed under. If you'd had substandard or shoddy actuators, you'd probably be screaming bloody murder and redesigning knee joints at this moment, trying to throttle the closest lab tech. Likewise, no arms meant no problems!

(QM note: due to the simplicity of this mecha, step 6: Leg testing and step 7: Arm testing have been omitted from this contest)

All you had to do right now was sort out your engine issues, and decide your test pilots. There were five available choices in your pool, which had inasmuch as you knew no overlap with the other workshops.

Pierre Vans was a young mecha pilot who's served out his tour in the War about the same time as you did, ending the war with four combat deployments in a mle. 1917 Argnée bis combat mecha as the pilot in three of them and the fourth as an interim vehicle commander. Calm, almost phlegmatic, he was a pool of tranquility in the cockpit and rarely made mistakes. Currently he worked as a crane operator at the docks.

Jules Montrove was a racing pilot, who had been mecha repair and refit during the War as a ferry driver and general purpose gofer. Living fast and on the edge in the race circuit, he brought a wealth of experience in handling quadruped mecha, and was more than willing to put any machine you made through its paces. Currently, he was working part-time as a cashier at a florists, due to being between race seasons.

Anna Petroyvina Chompevsky was a Russian expatriate from Rostov-on-Don, and had earned her mecha credentials as an ambulance technician in the War handling the mle. 1916 Tortue det medical recovery mecha. Well acustomed to temperamental machines and terrible terrain, her steely personality could put the skeleton of your mecha to shame. Currently, she was working as an emergency response in one of the suburbs of Paris.

Jerome St. Ignacio was a mechanic and smith with a background in mecha handling in the post-war border patrol. Used to conducting field repairs on the ancient mle. 1915 Lièvre mechs assigned the task, he had been long accustomed to finicky vehicles in harsh conditions. Generally pleasant from his correspondence, he claimed to understand how to use a soft touch to gain more from a mecha. Currently he was unemployed, after the boarder patrol units discarded their mecha for cars in the latest round of budget cuts.

Marc Fitzroy was an engineering student with the Université de Paris focused on applications of unusual mecha body-forms, with two years experience as a test pilot to some of the downright bizarre horrors that crawled out of their laboratories and three years into his degree. Energetic in correspondence, he claimed the ability to be able to handle any mecha produced in the last quarter-century; if one took the time to read between the ink-stained pawprints of a cat and the schematic doodling in the margins. Currently he was a student, whom would be given sabbatical to be employed by your workshop and laboratory.

Now, it was time to shuffle the paperwork off, and get ready for the initial prototype testing.

VOTES

Engine
[] Go for a supercharger (Most expensive option, most reliable option)
[] Install a nitrous oxide boost system (best high end performance, lowest cost, fire risk)
[] Add tetraethyl lead booster to the fuel (best overall performance, moderate cost, long-term cost generator)

Test Pilots, choose two.
[] Pierre Vans
[] Jules Montrove
[] Anna Petroyvina Chompevsky
[] Jerome St. Ignacio
[] Marc Fitzroy

(GM Note: All votes cast off of the old version of 1.4 will still be counted
 
[X] Add tetraethyl lead booster to the fuel (best overall performance, moderate cost, long-term cost generator)
[X] Pierre Vans
[X] Anna Petroyvina Chompevsky
Forgot to vote
 
The material in question was made with a combination of ethyl chlorine and lead salts in a chemical equation that made your head spin, and was in low supply at all times. If this was to be a key part of your mecha's engine system, the French Army would need to dedicate intensive effort to producing the stuff in job lots. Mind, it would also work on every other engine in the French Army, but that didn't change the fact the initial outlay would be, dun dun dah, your fault.
hey good news is it would create a bunch of new jobs both in the military and civilian sector.
 
[X] Install a nitrous oxide boost system (best high end performance, lowest cost, fire risk)
[X] Pierre Vans
[X] Anna Petroyvina Chompevsky

Nice quest GM I do like your writing style for these.

Anyways, I know NOx is a fire hazard but hear me out. One it's funny to read our designer from more and more frustrated with this system. Two I remembered bad car movies and I think NOx will help our pilots drift their techs. Also lead is bad for children or something.
 
[X] Go for a supercharger (Most expensive option, most reliable option)
Ultimately reliable performance is the thing you most want out of a combat vehicle. Lead would work better (health risks be damned) but either forcing the military to completely overhaul their fuel logistics or set up a line for scouts specifically is bad. Nitrous would work but "oh hey the moment you're in combat the mech lights is engine on fire" is bad.

[X]Jerome St. Ignacio
[X] Pierre Vans
 
Anyways, I know NOx is a fire hazard but hear me out. One it's funny to read our designer from more and more frustrated with this system. Two I remembered bad car movies and I think NOx will help our pilots drift their techs. Also lead is bad for children or something.
Honestly for me the biggest problem with it is that it can only be used for certain high intensity moments. For the majority of the time it will just be a bunch of extra weight making our mech even slower.
 
[X] Go for a supercharger (Most expensive option, most reliable option)

I really don't want to have to deal with NOx or leaded fuel, especially with that long-term cost. Plus, both systems have very serious production bottlenecks that could really, really suck in a wartime logistical setup.

[X] Jules Montrove
[X] Marc Fitzroy

A versatile racing pilot is about as close to an experienced test pilot we'll find, and an engineering student who already understands how these machiens work are just what you want hunting for bugs and testing performance.
 
[X] Add tetraethyl lead booster to the fuel (best overall performance, moderate cost, long-term cost generator)
[X] Jerome St. Ignacio
[X] Jules Montrove
 
[X] Add tetraethyl lead booster to the fuel (best overall performance, moderate cost, long-term cost generator)
[X] Pierre Vans
[X] Anna Petroyvina Chompevsky

I don't think lead is going to be a really big problem for mech pilots and technicians. In the end, vibration, heat, and carbon monoxide will harm them much more.
On the other hand, this mech will require a separate logistics system, which of course will be quite high (the service of the mech is probably closer to the aircraft than to the tank with separate technicians outside the crew), so the crew will cope.
But the high stability when moving is a very interesting factor for the installation of heavier weapons. In the end, high stability is shooting on the move or in long bursts without a serious drop in accuracy, which will make our "puck" pretty good at running away from the enemy while shooting at the same time. Anna Petrova looks interesting as a test pilot in bad conditions, which is clearly useful to us in fact for any military equipment.
 
Fun fact if I have to redact an update again: you can call votes from a certain post number forward.

Followup: VOTES CALLED

Adhoc vote count started by 7734 on May 5, 2021 at 9:53 PM, finished with 40 posts and 15 votes.
 
Contest 1: Scout Mech phase 5
Working with your engineering team, you quickly got to work implementing the simplest engine fix: the tetraethyl lead octane booster. It took a little work on how to best utilize it, but the end solution was to either pre-mix it in the gasoline or to add it with a squeeze dropper straight into the fuel tank once standard gasoline was used. Fortunately for your team, mass production and adoption wouldn't be nearly as troublesome as originally anticipated, however. Talks with the Hispano-Suiza representative revealed that le Service Aéronautique was also looking at the same engine you were stuck using, and that they'd be more than happy to work with you in developing a way to maximize the power output of their truly mediocre engines. You, personally, weren't quite convinced as to the benefits of teaming up with the flyboys, but it did shave a lot of overhead off your theoretical end project.

Still, with the fire issue mostly solved (a halon extinguisher mounted over the engine with a sheet-metal perforated plate to ensure even dumpage over the compartment was considered a bare necessity by the entire design crew as a 'just in case' measure) and the horsepower dragged kicking and screaming to about five hundred sixty brake horsepower. It still wasn't at the promised six hundred ten BHP, but at this point you were willing to call it a win.

With this all done, you went to the trouble next of combining your power prototype and your dry fit prototype into your Prototype Unit 0-0. Naturally, nothing bloody well worked the first time, but that was what prototyping was for. Once everything had been sufficiently hammered into place, with cushions placed in strategic places and canvass-and-straw rub pads inserted in the right places, you called up your test pilots.

Your first test pilot, St. Ignacio, was quickly introduced to the Unit 0-0, and after about an hour of drunken staggering around the parking lot, managed to develop a reasonable enough level of familiarity with hexapodal controls. While he wasn't a bad pilot by any means, the hard terrain you were doing the majority of this rough-and-ready rattle testing for didn't play to his strengths at all, and the man's resume with the Lièvre meant he was used to a bipedal, digitigrade mecha: not a hexapod!

Your second test pilot, Montrove, had very few problems actually adapting from quadruped mecha to the hexapod design. More importantly, he understood hard terrain handling, and proved very quickly that the machine could in fact go through some fairly impressive maneuvers. While it took 'some forcing', the 0-0 could be made to pivot on its axis, advance and corner at full speed, and the autoballancing on the feet meant that the machine could actually sustain full top speed of 35kph on four legs instead of six; if at highly reduced ballance, as proven by Montrove mis-taking the last turn around the garage and plowing into a median. Fortunately, damage was limited to dirt in places dirt should not be.

At this point, you mounted the Notational Weapons Load (logs on a pintle mount and bags of lead shot for the ammo), instructed some brave lads from the workshop to sit in the commander's seats, and for them to do it all again. St. Ignacio reported excellent handling under load with no appreciable change from before, said communicating with his spotter was easy and practical due to the low noise from the engine compartment, and reacted with great alacrity and ease when an engineer from another workshop 'accidentally' nearly hit your mecha with a work-truck. Montrove, by contrast, lambasted the loss of balance the additional hundred and twenty ish kilos of a commander and weapons added, complained mightily that the fixed bow machine gun cramped his forward arcs of view and cabin utility, and felt notably increased stress in the rear leg pair when taking sudden accelerations and decelerations.

Data gathered, you then got to work with the engineers, and ripped apart poor 0-0 down to the bare bones. You were required to provide three 'prototype' mecha for testing, and if there was anything you'd learned in the Army is that 'prototype' normally meant 'artisanal, hand-crafty miracle to never be repeated' with a side of 'the final result will look nothing like this'. To that end, you were going to jump the gun.

Wheras Prototype Unit 0-0 was a prototype with all that involved, her successor unit 0-1 was the Test Type, or Pre-Production Prototype. Going through the construction and deconstruction of 0-0 with a fine-tooth comb, you worked overtime with your mechatechs and machinists to figure out every point in the design where you could theoretically save twenty minutes in construction and not have to deal with a cludge-on-cludge fix later down the line. Rough edges were sanded down, loose fittings tightened in the correct order to stay tight, and cable runs reconfigured to allow for easier assembly and disassembly.

Then you put the test pilots in 0-1 to see the differences. St. Ignacio's first big takeaway was that 0-1 had much better gyroscopic stabilization than 0-0, and had a better fore-aft ballance allowing him to handle corners and deceleration better. It was also quieter, more sure of step, and had more constructive feedback in the saunters somehow. Montrove preferred the instability of 0-0, however, as it let him pull of more drastic maneuvering and calamitous tricks: 0-1, for all his two attempts, couldn't disengage two legs like 0-0 could. What it did have, however, was the uncanny ability to over-ramp its gyro and use it as a way to induce severe leg drag: normally a bad thing, unless deliberately triggered in a rough stop or when control interference was making it difficult for a mecha to safely come to a halt.

Data in hand, history spent a week repeating itself. Unit 0-1 was torn to pieces, your team ripping into every element of assembly and disassembly they could physically lay hands and eyes upon. Interactions were inspected and checked, mountings overseen, and bolts argued against welds as the mecha got put through its paper paces as she lay in pieces on the shop floor. Little issues came to light here- overheating in the insulation on certain wires being part of the fire issue, the tendency for oil to drip below the engine, battery leads shaking loose: ten thousand little shitty mecha problems you ruthlessly wanted to stamp out now, before testing made them become big mecha problems.

Now, you were looking at Unit 0-2, the Production Model Prototype, and she looked good. St. Ignacio agreed with you, putting the mecha through her paces just as strenuous as Montrove had in his first laps with 0-0. Crash stops, leaping starts, alternate gaits and pivot turns: all of them were fair game to the patrol pilot. Once the mecha had been put through her paces, St. Ignacio claimed she handled like a dream: none of the systems had unnatural confliction issues, the engine provided plenty of horsepower to any given leg, the top speed was both easily made and retained even through speed-bleeding maneuvers, and the system didn't redline any loading gauges even when skiddering around a corner in a four-legged pivot maneuver that involved pulling up the foremost and aftmost left legs to make a hairpin turn. Montrove himself was, ironically, least pleased with this unit. With its high stability, he had trouble making it execute the precision maneuvers he was used to, and the no-lag control system meant a lot of common and cheap tricks to increase performance had to go the way of the dodo: one couldn't simultaneously manipulate throttle, choke, and transfer rate to gyro while running controls that were always synched to limb position. The increased stability did help, he was grudging to admit, when the vehicle was burdened with a spotter and weapons, although visibility concerns were still paramount.

With this wealth of data and three completed prototype units, you called in to Company Headquarters, ready to make you plea in terms of testing sites and testing regimens. Fortunately, you had, somehow, got done first, so the paper pushers were willing to cut you a little slack in terms of how this was going to go.

-/-/-/-/

VOTES

Testing Center
[] La Rochelle Testing Center: Working next to the Navy brings pros and cons, but in the end it's the least busy place to do a test right now
Pros: Little competition for space, access to Naval Engineers. Cons: Navy, sand, few support elements.
[] Toulon Training Area: In the heart of the French weapons industrial area, you can't help but to trip over people interested in mecha.
Pros: Dedicated testing and proving grounds with support staff. Cons: Intrigue, both domestic and foreign.
[] Orleans Muster Area: Close to home and close to work, there's little support you can't call on here.
Pros: Easiest access to home workshop and company resources. Cons: Least ammount of testing time, grognards everywhere.

Testing Regime
[] Endurance Testing: find out how long, how far, and how quickly you can push your mechas.
[] Sprint Testing: Find out how effectively your units can get in and get out
[] Weapons Testing: Find out how effective your units are as weapons carriers.
[] Destructive Surviability Testing: Find out how hard it is to kill your own mecha (GM note: not available this contest)
[] Introductory Testing: Find out how much your mecha sucks via the time-honored tradition of throwing a greenhorn in the cockpit and making him keep up with your test pilots.
 
[X] Toulon Training Area: In the heart of the French weapons industrial area, you can't help but to trip over people interested in mecha.
[X] Endurance Testing: find out how long, how far, and how quickly you can push your mechas.
-[ ] Do the "mech is on fire" drill. How quickly can your crew disembark in an emergency? Are there any very simple changes you could make to improve this?

Toulon because our underpowered scout mech using largely proven components and a painfully obsolescent engine is just not interesting enough for intrigue concerns to outweigh the dedicated test facility with the dedicated support staff for actually testing.

Strongly considered weapons testing because if that prow machine gun is actually useless it's a simple fix to yoink it in favor of field-of-view, and I'm generally in favor of "do tests the results of which we actually have time to fix if the results are unfavorable", but it was mentioned that we were actually the first team to prototyping stage so I don't think we're particularly time-crunched. Consequently, run it till it breaks and see what broke.

The mech is on fire drill is trivially simple and takes negligible timeBANNED; if the internal layout sucks for fast dismounts then, well, it sucks, but if we could save ten seconds by relocating a couple latches to the other side of the hatch, or something, then we should look into doing so.
 
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[X] Toulon Training Area: In the heart of the French weapons industrial area, you can't help but to trip over people interested in mecha.
[X] Introductory Testing: Find out how much your mecha sucks via the time-honored tradition of throwing a greenhorn in the cockpit and making him keep up with your test pilots.
 
[X] Toulon Training Area: In the heart of the French weapons industrial area, you can't help but to trip over people interested in mecha.
[X] Introductory Testing: Find out how much your mecha sucks via the time-honored tradition of throwing a greenhorn in the cockpit and making him keep up with your test pilots.
 
industrial area, you can't help but to trip over people interested in mecha.
[X] Introductory Testing: Find out how much your mecha sucks via the time-honored tradition of throwing a greenhorn in the cockpit and making him keep up with your test pilots.


Honestly I also want to do the endurance test, but right now the ability for anyone to crew the mech is more important I think.
 
[X] Toulon Training Area: In the heart of the French weapons industrial area, you can't help but to trip over people interested in mecha.
[] Endurance Testing: find out how long, how far, and how quickly you can push your mechas.
[] Introductory Testing: Find out how much your mecha sucks via the time-honored tradition of throwing a greenhorn in the cockpit and making him keep up with your test pilots.

Given how Montrove was snippy about 0-2 having worse handling tricks, I'm hoping it should be very forgiving for new pilots.

Is this the only round of field testing we'll do?
 
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