Voting is open
Modifications
[X] Easy Modifications: Add radium paint to dials, modify the seats, add an internal comms system to the mecha. Nice, simple, and nothing more complicated than adding a bracket or three.

Testing
[X] Continue testing, and perform the following
-[X] Endurance Testing: Long, long walks and runs to see how long and how hard you can push your mecha before it starts having trouble.

Easy changes because I'm a scaredy cat about a "straightforward" fix causing regret later on. Even if a pilot's hatch is tempting.
 
Ah Dieselpublik, open source grunt labor at its finest. /k

Well, if the Kerbal package is going to limit field testing, better call up Bosstown Dynamics, try to get the mechs riled up and have a go at each other.
 
[X] Moderate Modifications: Add that pilot's hatch, rework some of the viewport shutters, and all the easy stuff from earlier. Not too hard, but adds some real quality of life fixes.
[X] Continue testing, and perform the following
-[X] Endurance Testing: Long, long walks and runs to see how long and how hard you can push your mecha before it starts having trouble.
 
I'd like to add in Live Weapons, but I'm unsure if we can do more than one.

You can't. Also, your pic is broken.

Ahh, so the point of us picking them up was to have fresh eyes from new test pilots? Or was it a test on teaching someone new to the machine? Was the issues with Rookie 3 somewhat fixed at least?

The point of you picking them up was you guys voted for it. I don't know why the thread collectively thought it was a good idea, but I gave you guys useable data from it.

Maybe, some navy officers or politicians snuck in enthusiastic family members to be our test pilots.

Hah, no, you'd see that in a skinny minute. You have [Detect Bullshit] from character creation, remember?
 
You have [Detect Bullshit] from character creation, remember?
lot of very important people would enjoy Rookie 1 & 2 getting to be your mecha pilots
Alright, I'm just confused. If important people, that are not us, want these Rookies here then what is their background? Our PC doesn't even care to name or describe them. Also, if the intrigue doesn't come from people sneaking their way to be test pilots then should we expect espionage when we do the modifications?
 
Alright, I'm just confused. If important people, that are not us, want these Rookies here then what is their background? Our PC doesn't even care to name or describe them. Also, if the intrigue doesn't come from people sneaking their way to be test pilots then should we expect espionage when we do the modifications?
As in their are certain individuals, read individuals who are connected with naval matters, who would have found it highly amusing that several NAVY personnel were responsible for testing an ARMY experimental mecha that was requested by the ARMY and being tested for potential future deployment by the ARMY.

And given what military politics is like in this day and age...
 
Modifications
[X] Easy Modifications: Add radium paint to dials, modify the seats, add an internal comms system to the mecha. Nice, simple, and nothing more complicated than adding a bracket or three.

Testing
[X] Continue testing, and perform the following
-[X] Endurance Testing: Long, long walks and runs to see how long and how hard you can push your mecha before it starts having trouble.

Easy changes because I'm a scaredy cat about a "straightforward" fix causing regret later on. Even if a pilot's hatch is tempting.
I mean, the point of testing is to find problems and solve them. Every single pilot we put through has wanted more visibility.
 
Alright, I'm just confused. If important people, that are not us, want these Rookies here then what is their background? Our PC doesn't even care to name or describe them. Also, if the intrigue doesn't come from people sneaking their way to be test pilots then should we expect espionage when we do the modifications?

The PC describes them as much as needed. Remember, you're in Toulon, which is probably the single most French city in Provence-Alpes-Côte-D'azure. Why would some shmuck in the Coastal Artillery branch speak Italian, especially considering the odds are he's from literally anywhere else in France?

As in their are certain individuals, read individuals who are connected with naval matters, who would have found it highly amusing that several NAVY personnel were responsible for testing an ARMY experimental mecha that was requested by the ARMY and being tested for potential future deployment by the ARMY.

Coastal Artillery is an Army department, smart one. They share basing with Navy because they exist to make sure the Navy can commit run away and to protect shore basing.

I mean, the point of testing is to find problems and solve them. Every single pilot we put through has wanted more visibility.

The universe will be a cold, hellish ball of entropic soup at some point in the future, with a single mecha with a single pilot that represents the apex of humanity floating through it. The pilot will attach his oxy hose, crack the cockpit, stick his head out and stretch. Then he will say the last words of pilot-kind.

"Y'know what would be really nice? A vision port there, there, and maybe there so I can not scrape the top of my mecha. Also, a TC gun on top."
 
The PC describes them as much as needed.
The section came off these testers are beneath notice. Sure, they have some quirks, but at the end of the day, you can substitute Rookie with Cadet or Private and it has the same connotation. I figured they're just placeholders for narrative description of our machine, but here you claim other people in-universe care when we could have got any other three people from the Naval base. It was by chance we got these three.
 
[X] Easy Modifications: Add radium paint to dials, modify the seats, add an internal comms system to the mecha. Nice, simple, and nothing more complicated than adding a bracket or three.

Testing
[X] Continue testing, and perform the following
-[X] Endurance Testing: Long, long walks and runs to see how long and how hard you can push your mecha before it starts having trouble.
Almost forgot to vote, gotta get those quality of life mods and see how long this thing can scout for.
 
"Y'know what would be really nice? A vision port there, there, and maybe there so I can not scrape the top of my mecha. Also, a TC gun on top."

Driving buttoned up suuuuuucks. Even more than driving up and out of the hatch during a pouring 6 hour rain storm with no wet-weather gear.
And a TC gun is just good sense. :p

I am having terrible premonitions about what will happen when our sublime, perfected scout mecha design runs into French military budget habits. The Army is not as bad as the Navy, at least. They thought this was a good battleship design:
 
Ugh, its IJA Akitsu Maru all over again.

No, it's common sense. Look at any army in the world of the time period, and you'll see that coastal artillery is not, in fact, a Naval department unless you're in Scandanavia.

The section came off these testers are beneath notice. Sure, they have some quirks, but at the end of the day, you can substitute Rookie with Cadet or Private and it has the same connotation. I figured they're just placeholders for narrative description of our machine, but here you claim other people in-universe care when we could have got any other three people from the Naval base. It was by chance we got these three.

Yes, and you're getting closer to why they're important. Just think a liiiiitle bigger and you'll start to figure it out.
 
The Votes Called

Adhoc vote count started by 7734 on May 12, 2021 at 9:37 PM, finished with 38 posts and 19 votes.
 
The vote re-called because I set up the vote counter wrong
Adhoc vote count started by 7734 on May 13, 2021 at 1:29 AM, finished with 39 posts and 19 votes.

  • [X] Moderate Modifications: Add that pilot's hatch, rework some of the viewport shutters, and all the easy stuff from earlier. Not too hard, but adds some real quality of life fixes.
    [X] Continue testing, and perform the following
    -[x] Enhanced Maneuverability Testing: Go whole hog on doing difficult manuveres on terrible terrain. There may even be racing.
    [X] Continue testing, and perform the following
    -[X] Endurance Testing: Long, long walks and runs to see how long and how hard you can push your mecha before it starts having trouble.
    [X] Live Weapons Integration: You haven't actually mounted guns on these mecha, and you have live ranges you can use. Best get to it.
    [X] Extensive Modifications: Rebuild the cockpit to allow better vision, add side viewports, plus that pilot hatch and the penny-work. It'll chunk your budget, but anything worth doing is worth doing well.
    [X] Easy Modifications: Add radium paint to dials, modify the seats, add an internal comms system to the mecha. Nice, simple, and nothing more complicated than adding a bracket or three.
    [X] Continue testing, and perform the following
    -[X] Weapons Testing: Make sure all the weapons stations you designed into this actually work! (does not require Live Weapons Integration, but will be greatly boosted by it)
 
Contest 1: Scout Mech phase 7
After discussing things over with your design staff, you decided that it would be worth it to make the modifications now, and get some millage out of the mecha workshop you had rented for the month. The modifications would be simple things you could integrate into a theoretical Unit 0-3 if you decided to make one, or were required to make one for further progress.

The first step to modifications would be to adjust the rake on the pilot's compartment. Originally there was a steep rake holding the vision port, and then a gentle rake back serving as the roof above the pilot, until it hit the spotter's position. Due to the weight of the top roof plate, a single-piece door wasn't really an option. Instead, after some thinking, your team designed a two-piece door that had a very nice set of overlapping flaps. Inside was a simple bar toggle to lock it closed, and a pair of simple handles. Since the roof didn't have any load-bearing components to it, you could easily put the door in.

The vision ports, however, were harder. Each vision port was a five centimer by thirty centimeter block of bulletproof glass, with a supporting shelf on the inside and outside of the tank. It took some thinking, but eventually you determined that if you reinforced the meeting plate between the forward plate of the driver's station and the side plate with an A-pillar, you could put the entire damn vision block on a door and just… open the door. Hinging would be a little weird, since you'd be using a knuckle hinge to get forward and upward motion, but it let you get good visibility over the feet so you'd take it.

The rest of the modifications came easily from there. Adjusting the seats, adding an optional backrest to the standing position for the pilot doing a road march, radium dials, and adding the internal comms wasn't too much trouble. The headsets were standard artillery-rated comms sets, and to change from internal comms to voice radio all the spotter had to do was slam a large switch in the cockpit.

Modifications done, you got ready for the endurance test. This was going to be a rough one, especially since you were participating as a driver. The plan was a hundred-kilometer total run around the perimiter of the artillery firing range, which would involve transversing roads, forests, plains, two sand traps, a river crossing, and a parking lot. It was expected to run two and a half hours, and would be the longest continual test of the mecha to date. It would also be a time trial, to see who was the fastest pilot.

For this test, you were in 0-2, St. Ignacio was in 0-1, and Montrove was in the 0-0, with race order being from lowest model number to highest.

Your race start was at 1425, and you went off the blocks without any major issues. Your years-long hiatus from mecha piloting wasn't slowing you down too much in your opinion, and the first half of the first leg was fairly easy open plain. The second half, which had a rolling hillside, was likewise fairly easy to traverse thanks to the stronger-than-necessary gyroscope and the autoballancing feet. Coming into the woods on the first turn, though, your speed dipped sharply as you started maneuvering around trees and through glades. The opened side doors did massively help visibility, especially in the instance you had to back up and move around a fallen tree covered with hull scrapes.

Once you were through the first turn you had to go through the first river crossing. This was accomplished quite gingerly, the meter-wide stream presenting a several meter wide danger zone of reduced ground stability and traction. Still, you avoided getting your feet wet, and plunked your way through the area before moving into some steeply cratered hills. The shell holes caused you a little trouble, but it was nothing compared to the sand trap that actually tripped you by causing a foot to twist hard enough to activate the safety disconnect. Limping out on five legs and a hobbling stride, you field-reset it (bring leg full up, flex knee joint out, roll hip back and forth, place leg down to set foot flat, dismount, attach seating cable, bring knee back up, wait for joint to go 'pop', remove seating cable and make a note for the shop to check it) and continued moving. The second sand trap was almost as treacherous as the first, but you cleared it without issues at glacial speeds.

The second corner was a water meadow, and once again your speed went from 'good' to 'glacial' as you tromped through the water. Worse, your engine temperature was steadily spiking upwards for reasons you couldn't figure out. Babying the engine until you were out of the water meadow, you frantically went through the gauges until you found the problem: the radiator temperature was sky-high. Since you didn't have a way to top it off, you'd just have to live with it.

The third leg of the course was difficult, not for the terrain, but in managing your engine heat. What few copses of forrest turned out to be easily enough handled, but any effort to bring speed up brought a new host of issues, up until the fourth leg, in which you had to share a road and make the minimum speed of 20kph. After twenty minutes at this speed, you smelled a hint of smoke, saw the radiator temp fall through the floor, and heard the distinctive 'tink' of the in-engine compartment extinguisher going off.

Taking a minute to shut down the fuel supply, you jumped out to inspect the issue and call in to the HQ for a pickup.

It turned out none of your units completed the course, sadly. 0-0 and Montrove had thrown out a hip joint safely when they'd had a leg tangle in the first forest, and 0-1 and St. Ignacio had the same issue you had: engine overheating, leading to a fire (although his was on the second leg, not the fourth.)

At this point, you had to load all three functional mecha back on the rail-cars, and get back to the factory. You had three weeks to go before the testing contest, and these god-damn engines were bound and determined to try and kill you along the way. Fine- if it wanted to make your life miserable, you'd return the favor, somehow. You obviously needed to expand the radiator and oil cooler, but that could wait. For now, you had a train ride to sleep through.

////

VOTES
[] Build a through-body tunnel for airflow from the dorsal to ventral sides.
+ Fast and easy, with little re-engineering structurally
- Liable to have bottom-side debris ingestion, topside grills are a known vulnerability for anti-mecha munitions
[] Build a through-body tunnel for airflow from port to starboard sides
+ Can be used to cool entire engine compartment, including electrical generator and transmission.
- Creates side armor vulnerability, requires some structural redesign
[] Build a two-stage radiator with an external heat loop for the main heat sink
+ Fewest armor issues, and most difficult to disable
- Most complicated engineering, and adds weight for heat sink mass.
 
[X] Build a through-body tunnel for airflow from port to starboard sides
 
[x] Build a through-body tunnel for airflow from port to starboard sides

Ehh, we already speed issues for a scout mech. Let's not add to that. Side armor weakness is fairly ok for a scout mech.
 
[x] Build a through-body tunnel for airflow from port to starboard sides

Ehh, we already speed issues for a scout mech. Let's not add to that. Side armor weakness is fairly ok for a scout mech.
Those mech would most likely die from a direct hit to the front either way, more vulnerable sides are not going to be a problem if they don't get shot at from the sides when usually they would get shot from the front or back if they are retreating.

[x] Build a through-body tunnel for airflow from port to starboard sides
 
[x] Build a through-body tunnel for airflow from port to starboard sides
 
[x] Build a through-body tunnel for airflow from port to starboard sides
 
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