The Crossbox Podcast is me, Jay (Fishbreath), and the editor here at the Soapbox, John (parvusimperator), gabbing for about an hour a month on topics of interest in the fields of gaming, firearms, and defense and foreign policy. Sometimes we delve into books, movies, and technology.
This is, in fact, our November episode, despite the fact that it is currently December; we recorded it on the 29th, and I’ve been busy, or possibly lazy. Regardless, listen to us talk about engines of three sorts: tank, rocket, and game.
In our latest episode yet, we sneak in under the wire with a mere seven hours left in September. We revisit some old warfighting equipment, some old games, and some more recent guns.
In this episode, we talk about guns (lots of guns), and how sci-fi designers can’t design them; about Star Wars and space flight games; and about red dots on pistols, and how we can’t design experiments to save our lives.
- As always, leave us requests for podcast topics and/or articles.
- The guns: stormtrooper blaster rifle, Captain Phasma’s rifle, Naboo Royal Guard pistol, The Next Generation phaser ‘pistol’, the ridiculous Voyager compression rifle, the Halo pistol, and the Halo assault rifle.
- I do see a trigger on all of the Halo assault rifle pictures I can find now, so ignore me when I say I can’t in the episode.
- For red dot pistol discussions, just search in the sidebar for ‘pistol red dot’. There are so many articles I’m not even going to bother linking them.
- Dolphin Ubershaders, a creative and awesome solution to a seemingly intractable problem.
In our mostly-uncommented-on 21st Episode Spectacular, we dig into what’s wrong with three-gun, why the current iteration of light carrier design studies will end up like all other light carrier design studies, and how Uncharted and other third-person adventure games grip us.
We take requests! If you want to see a podcast topic done, let us know in the comments. We also take article requests. Leave us a comment on a related article and, if we like the idea, we’ll get on it.
In this first show of the official summer, we go back to our normal show. We talk about a 2000-era PC game near and dear to us both, the most likely democracy-vs-autocracy throwdown of the early 21st century, and the best Marvel movie we’ve seen lately.
Korean artillery: this one is complicated. Check the footnote1.
Airplanes, Crimson Skies style
Crimson Skies on Amazon (Crimson Skies on Win10 guide still to come)
NATO vs. our Asian allies, in Polandball form
- So, the RAF dropped 2,660 long tons of bombs on Dresden on the night of February 14, 1945. This demolished about 6.5 square kilometers of Dresden. Not, as we hyperbolically said in the show, to the foundations, but it certainly reduced the city to rubble with some freestanding walls. The North Koreans are widely believed to have 500 to 700 artillery pieces emplaced in range of Seoul, with some 100 shells a pop, as well as about 4,000 rockets from multiple launcher systems ready to go. Assuming that all of that artillery fires exclusively at Seoul and exhausts all of its ammunition in so doing, the amount of ordnance is approximately similar—in the range of 2500 to 2600 metric tonnes. (Very back of the napkin here.) A couple of points, though: first, Seoul is much bigger than Dresden, and artillery fire hitting the city is likely to be more spread out. These are the simple facts of shooting artillery with no spotters at a range north of 50 kilometers. A square enclosing 6.5 square kilometers does not cover very much of Seoul at all. Second, Seoul is probably more sturdily built than Dresden was. Third, I would be very surprised if North Korea’s towed artillery, no matter how good its fortification, survived to fire all 100 ready rounds, and resupply seems a non-trivial problem in this case. ↩