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Posts posted by Barton
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This is from AOPA magazine June 2012 pages 56 to 63 and based off of manufacture’s calculations.
Boeing B-17 “Flying Fortress”
Richard Williams a reporter for Seattle Times dubbed it the Flying Fortress.
In production from 1935 to 1945, 12,731 of models A through G (last and most heavily armed model with 12 x .50 cal BMG) were constructed by Boeing, Douglas, and Vega. Eleven are still airworthy today.
The belly gun is a Sperry ball turret with two .50 cal Browning machine guns. The ball turret gunner could not wear a parachute while in his battle station.
The B-17 is an “electric” plane, electrical operated hydraulics where used. This is one of many reasons it brought crews home after suffering a lot of battle damage. A B-17 took on average 3,200 flak grenades to knock it out of the sky, it is a tough bird. Considered to be “easy to fly” and a plane that brings its’ crew home it was LOVED by all who flew it (it had the lowest accident rate of any US military plane in WW2).
B-17G’s are powered by four Wright R-1820-97 nine cylinder 1,200 horse power radial engines. The aircraft consumes 225 gallons (US gallons) of fuel per hour.
Price new in 1945: $204,370.
Specifications (converted to game terms)
Powerplants: Four R-1820-97 radial engines, 9 cylinders, supercharged 1,200 hp.
Propellers Hamilton Standard constant-speed, full feathering, hydromatic, approx. 3.53 m diameter
Diameter 3.53m
Length 22.78m
Height 5.82m
Wingspan 31.62 m
Wing area 131.92squ. m
Crew: 10 – pilot, copilot, navigator, bombardier, flight engineer (top turret gunner), radio operator, two waist gunners, tails gunner and ball-turret gunner.
Empty weight (plus oil and standard equipment) 14,841.54 kg
Max gross weight (wartime) 29,483.50kg
Max takeoff weight (wartime) 29,256.71kg
Max useful load 14,415.17kg
Payload w/ std. full fuel 9,788.52kg
Payload w/ “Tokyo” tanks 6,849.25kg
Payload w/ bomb bay tanks 4,617.57kg
Fuel capacity, standard tanks 6,435.20L 4,626.64kg
Fuel capacity, “Tokyo” tanks 10,523.45L 7,565.92kg
Fuel capacity, bomb bay tanks 13,627.48L 9,797.60kg
Oil system capacity, each engine 140.06L
Bomb capacity (normal 12x 500lb free fall bombs) 2,721.55kg
Performance (converted to game terms)
Takeoff distance, ground roll 1,066.8m
Takeoff distance over 15.24m obstacle 1,341.12m
Rate of climb, sea level 175.26m per second
Max Level speed, at 9,144m 482.80kph
Max continuous speed, at 7,620m 423.26kph
Normal cruise speed at 7,620m 276.81kph
Normal cruise speed at 3,657.60m 317.04kph
Max range standard tanks 2,977.29km
Max range “Tokyo” tanks 4,940.69km
Cruise speed @ 83% power, autorich mixture at 9,144m 251.06kph 1,563.38L/hr
Cruise speed @ 83% power, autorich mixture at 6,096m 294.51kph 1,563.38L/hr
Cruise speed @ 83% power, autolean mixture at 4,572m 257.50kph 957.71L/hr
Cruise speed @ 83% power, autolean mixture at 1,828.80m 273.59kph 798.72L/hr
Service ceiling (remember the B-17 is NOT pressurized) 10,850.88m
Crew wears oxygen masks and heated flying suits.
Absolute ceiling 12,192m
Landing distance over a 15.24m obstacle 1,066.80m
Landing distance, with ground roll 594.36m
Airspeeds (converted to game terms)
Best rate of climb speed 217.26kph (60.35m/sec)
Min controllable speed with outboard engine inoperative 170.59kph (47.39m/sec)
Max speed with landing gear down 280.68kph (77.97m/sec)
Max flaps extended 236.57kph
Max Speed to never go past 434.52kph (120.7m/sec)
Stall Speed 160.93kph (44.70m/sec)
Stall Speed while landing 141.62kph (39.34m/sec)
Note: Performance figures are based on daytime, standard atmospheric pressure, sea level, and gross weight unless otherwise noted. Above figures rounded to two decimal places.
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Re: Supertanker Mercenary Base
FYI: a modern supertanker is much tougher than most people think. Being double hulled and the tanks can be filled with CO2 gas so the tanker can float even if many holes in it. In the Persian Gulf Tanker "war" of the 1980's many tankers were damaged but few sunk.
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Re: Henschel-Wegmann Train
Steam trains DO run in the USA. Very few and for tourist and special events. Saw the largest Union Pacific steam engine built run in Chicago it was built in 1943. It is run only for special events, steam is a PAIN.
Steam engines requires lots more labor, very high level of cleaning and lubrication, and the boilers can if not handled properly explode.
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Re: Hero Games books on Android
On my Samsung Epic phone with the FREE Adobe Acrobat reader works GREAT, including being able to text search (as fast as my desktop.
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NBC's "The Cape" seems after the first episode a update of the Masked Crime Fighter genre of the pulp era. I had to strain out some pulpy bits.
So far I like the show, hope the writing and action continues to be good.
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Can you abort to a delayed effect power (that is defensive in nature)?
My guess is yes....
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Re: Soon to be New Player
If you can go to a convention game at Origins or GenCon and play in a Hero Systems game. I GM at both conventions and my games are often designed for newbies.
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Re: Shadowcats Vehicular Insanity Shop[6E]: SS Edmund Fitzgerald
The wreck was found by Canadian military aircraft using MAD gear. The wreck itself answered few questions on what happened.
Unluck of 2D6.... I question that. Sailing in bad weather on the Great Lakes is not unluck in and of itself. By shipwreck per square mile of water the Great Lakes are the MOST dangerous body of water in the world.
Should not the endurance reserve for the power plants have crew requirements?
Should the fuel duration of the turbines be a week?
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Re: Help name my Hero Group
If they are considered screw ups by the locals: New Orleans Irregulars.
I had the newspapers in Chicago in my Champions game give the group the name Chicago Irregulars because they were the "B" team and considered screw ups. The team eventually moved to Orlando, FL and the locals love them.
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Re: Zeppelins
World wide race for airships being organized, this was in WSJ:
http://online.wsj.com/article/SB10001424052748703376504575492094053189182.html?KEYWORDS=airships
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Re: Pulping other systems
My impression also was one-shot games for Spirit of the Century, I could not see an easy way to make it a extended campaign.
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Re: The HERO System Advanced Player's Guide
Mr. Long, I can not wait for the thread to open. Hope new edition will even have MORE optional Hero System goodness in it (more pages).
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Re: Pulping other systems
Tried Spirit of the Century. I did not like it much at all. The flavor was a bit off for me, and the mechanics are not my cup of tea.
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Just saw the movie, had great action scenes (excellent examples of fast draw for example). A good action movie that will give you ideas for DC games. Warning it is rated R and I would not recommend it for children; it was very violent and much bad language.
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Re: How to Build: Flamethrower
Charges can be recovered at a filling station.Maybe not. Real flamethrowers use compressed gas (usually compressed air) to propel the fuel to target. Also most real flamethrowers use napalm (gasoline and/or flammable oil compounds with a gelling agent). A filling station may not have these items. Again this is for REAL flamethrowers, if it is a gadget it may just need gasoline (fuel commonly found) but then reduce the limitation value accordingly.
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Re: The HERO System Advanced Player's Guide
I love this book. It throws up some lovely ways of nudging the system nearer to what our campaign's turned out to be. The Mental Powers ideas' date=' in particular. Excellent work.[/quote']Agreed about the mental powers.
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Re: What's a good way to learn the game?
If you can attend a major HERO convention: Origins, GENCON, DunDraCon (and maybe some others). Play in several games take notes on styles of play and GMing. I learned A LOT this way.
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Re: Where Pulp Is Now
At Origins 2010 I went to the Osprey Publishing booth and mentioned I had used one of their books for one of my pulp adventures. I told him the phrase "strain the pulp before reading" and he laughed a lot. He had never heard that before. So pulp is still here; just somewhat hidden.
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Re: Cool Guns for your Games
Rerailing: Modern Handgun websites with many semi-auto and revolvers on these sites:
http://www.smith-wesson.com/webapp/wcs/stores/servlet/CustomContentDisplay?langId=-1&storeId=10001&catalogId=10001&content=11001 (a lot of S&W weapons in production were in production in the pulp era)
http://www.springfield-armory.com/index.shtml
Still in production weapons but found in pulp era
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Re: Cool Guns for your Games
Vondy and others:
Revolvers are less likely to malfunction when you need them vs. semi-automatic pistols. Fewer moving parts that are likely to break or mess up (mag feed error).
I also like revolvers to teach new shooters. Especially in single action (hammer pulled back, just pull trigger).
Disadvantage of revolvers is lower capacity of bullets.
Also revolvers can take REALLY big rounds (if you like that sort of thing). This is important in sometimes, like if in AK and a polar bear wants your freshly cooked bacon. A S&W .460 or S&W 500 is a very good thing to have at that time.
My pulp game group fought polar bears and the bears (three of them two adults, one youth) almost won. They have new respect for fully grown hungry adult polar bears.
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Good move IMHO. Thought it was good, scientists in the crowd will like it a lot IMHO.
Good plot ideas, they also got London on 1890 (I guess that was the year) close (it was still too clean).
Some pulpy bits in it, and surprising good acting and plot.
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Re: The Ultimate Base
Any news on when hardcopy will be ready for shipment from company online store?
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This is a 5th and 6th ed question:
What is the active point cost of turn undead (from FH)? Is it 24??
Is VPP overpowered/How do you properly use it?
in HERO System Discussion
Posted
Re: Is VPP overpowered/How do you properly use it?
My ideas
1) Require VPP powers to be PRE-approved by the GM, no stopping the game to create a power unless the player is an EXPERT at Hero system constructs of powers.
2) I usually limit the VPP power to a lower value of active points than the game limit, if game limit 60, the VPP may top out at 45.
3) Not allow cosmic VPP's unless it makes sense for the character.
4) Define what VPP can and can not do (already suggested several times)
5) The NPC's except for mega powerful ones have to follow rules 1 - 4.
6) Allow low level ones for non-combat powers (this is a suggestion, for character "flavoring")