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General FreeSpace => FreeSpace Discussion => Topic started by: Aardwolf on February 05, 2008, 09:37:23 pm

Title: Realistic Ship/Weapon Thread
Post by: Aardwolf on February 05, 2008, 09:37:23 pm
(This can either be in terms of FreeSpace ships, or in general, so I wasn't sure whether to put this in General FreeSpace or General Discussion or Fan Fiction ... etc.)


What would a realistic ship be like?

I designed a ship recently that was meant to be 'realistic'... it was armed with 4 forward-facing turbo-powered energy weapons of some sort, 6 railgun turrets (two barrels each, the barrels being approximately 1 meter wide), and 4 arrays of zero-profile missile launchers. Its engines were in the rear, but were spaced as far as possible to make it as maneuverable as possible... putting all of the engines near the center of the rear section does not make it faster, and if anything reduces the ability to accelerate angularly.





What would a realistic set of weapons for space combat be like?

I think for short to medium range, railguns would be ideal. They fire projectiles that are very hard to intercept or avoid, and release an explosive amount of energy on impact (pretty much as much energy as you put in when firing).

For longer range, missile are ideal. They can track a target, and don't require much energy to fire, so you don't need huge capacitors or anything like you might for the railguns.

For strategic weaponry, I think the best you can do is a nuclear railgun round. Fire it with a railgun so it can't be easily detected/intercepted, and give it a huge payload to send the target and everything nearby to kingdom come.

Nukes also emit tons of x-rays, which could in theory shatter a ship's hull.

Lastly, lasers: they're invisible, as close to instantaneous as you can get without bending space-time (which we don't know how to do), and release about as much energy as you put in.






Now you give some ideas...

Compare to FreeSpace, or not, as you please.
Keep it real.
Title: Re: Realistic Ship/Weapon Thread
Post by: Man-Whore on February 05, 2008, 09:59:54 pm
Interesting topic.  :yes:

I personally have always liked FS more than any other space SIM because it does a great job of keeping it real, as you said. Its predictions to me really don't seem so blasphemous in comparison to some other Sci-Fi universes. They seem like real ships with real firepower and very real flaws.

But to answer your topic, I think humans are going to be sticking to projectile weaponry for quite a while still; even, no, especially in space. That is, if, we humans ever stop killing each other. Another great thing about FS: We still ain't perfect.
Title: Re: Realistic Ship/Weapon Thread
Post by: Polpolion on February 05, 2008, 10:25:24 pm
I doubt there would be any  fighters or bombers as we know it. Take a ship maybe 1.5 times the size of the space shuttle today, add some forward facing missile tubes, maybe tomahawks or something a bit smaller. And the missiles would most likely have super long ranges and travel very fast. Like >200 mi ranges and speeds at like mach 5 or something. Just speculation; I pulled those numbers out of my ass.

I'd say there'd be some sort of laser CIWS, because of the speed things travel in space they'd need a beam to take it out. It'd probably require a lot of energy to detonate a missile warhead, so that would prevent it from being a primary weapon. I guess lasers could work as a primary weapon, but you'd need some crazy powerful targeting computer to do it for you to target ships really far away and hold the beam on it for a few seconds.

As for armor, I'm betting that if the ship would be hit with a single missile or maybe two, it would be screwed.



In general, I'm betting it would follow how things are going today with areal combat: Shoot before the enemy is in range. We'd keep getting faster and faster ships, longer range and faster guns. Well, not guns, but missiles. Guns can't accurately shoot that far quickly and railguns are too "accident prone" to be fired successively a lot.
Title: Re: Realistic Ship/Weapon Thread
Post by: terran_emperor on February 05, 2008, 10:37:24 pm
FS should have had more ballistic mass drivers like the Maxim
Title: Re: Realistic Ship/Weapon Thread
Post by: Aardwolf on February 05, 2008, 10:44:17 pm
One thing people don't realize about realistic space stuff... or at least sometimes forget? Objects have only one top speed: the speed of light. Acceleration is not countered or diminished over time except by the 1 hydrogen atom per cubic meter or so.
Title: Re: Realistic Ship/Weapon Thread
Post by: IceFire on February 05, 2008, 11:18:39 pm
Something from the Honor Harington series would be what I envision future space combat to look like roughly.  Ships with arrays of missiles and point defenses launching at each other from maximum range as they close the distance and fly past.  Winner would be decided by whoever came out the other side...kind of like a high speed game of chicken...with missiles.
Title: Re: Realistic Ship/Weapon Thread
Post by: NGTM-1R on February 06, 2008, 03:22:26 am
If you've been playing Mass Effect and reading the codex entries...(Surprisingly well thought out on these kinds of details, they were.)

The primary limitation on tactics will be the other guy's ability to dodge or shoot down the incoming. Combat may open at extremely long ranges with missile volleys, but we already have the capablity to swat missiles like flies with chemical lasers, so unless you can oversaturate or spoof his antimissile defenses then you will need to get much closer. Even gun projectiles would be vunerable to interception, they're much easier to track in a vacuum and absolute zero environment.

Decisive combat will probably take place at under 100km, perhaps under 50. The weapons of decision will probably be extremely high velocity projectiles or directed energy. Humans tend to think a certain way about ship design, so I personally regard spinal-mount weapons as unlikely, but on a spacecraft they would be viable and have advantages. Ships will be designed to survive damage by their redundancy and compartmentalization, not their armor: at most their design will be meant to deflect projectiles or beams away from the important parts of the ship, not stop them entirely. Because space is in a lot of ways a much more benign environment to machinery, a ship could continue fighting with much more severe damage then one might expect. Absent knocking out something major, like the power source, a ship would be able to continue fighting with large chunks of its hull missing, or while looking like a sieve, because you don't flood and sink in space, and you don't catch fire.
Title: Re: Realistic Ship/Weapon Thread
Post by: Nuke on February 06, 2008, 04:28:37 am
just point your engine at em (any engine powerful enough to travel any kind of distance in space is also a weapon of mass destruction)

what i would use is a ballistic projectile, which would be aimed with great accuracy, and then detonated some distance before impact. the shrapnel would be the killer. say you put a hole the size of your fist in the side of the shuttle. they would have much better luck sealing that gash than they would a bunch of tiny little holes. it also makes them more likely to do damage. a dumb projectile could be dodged fairly easy if detected.

might also be better to use a gatling gun. something low caliber like 7.62 which fires alot of small rounds really fast. then again if you can manage it, it might be feasable to put small rocket engines in a large round, to give it some level of trajectory adjustment. armor in space just means it takes longer to get out of the way. sure it would defend against the small shells and shrapnel, but it just means you would suck up more missiles and large shells.

in situations where fuel is a concern, good old fashioned missiles would be the way to go, as you wouldn't need to burn any fuel to compensate for recoil, just release and light. projectile weapons can be made recoilless by spewing equal and opposite force out the tail end (and such weapons are commonly used today).

lasers would work but would be really slow. lasers today must slowly burn through an object. airborne laser must keep its beam on a missile for several seconds to a few minutes, depending on thickness. and it would have to fucus on the same spot. thats where you roll the missile and give it some unscathed hull to burn through on. more powerful lasers might exist to speed up the job some.

its possible for weapons to work in space. the real question is at what kind of distance it would be possible at. i get the feeling that even with very smart weapons, effective combat ranges would be very close possibly even in naked eye visible range.

theres also this
http://www.x-plane.com/SpaceCombat.html
Title: Re: Realistic Ship/Weapon Thread
Post by: TrashMan on February 06, 2008, 06:08:50 am
While you could use railguns and lasers to shoot at things light-seconds, even light minutes away (heck, you can shoot at Earth from the fringes of the systems, but that's easy since it's a big target with a fixed trajectory), at such distances the accuracy would be beyond abysmal..

even assuming only 1 light second distance, if you're targeting is off by 0,00001°, you're gonna miss your target by a few km. :lol: .. and both you and your target are moving at great speeds to boot!

Missiles would be used for long-range combat, but methinks ships would try to come as close as possible, for accuracy
Title: Re: Realistic Ship/Weapon Thread
Post by: Admiral_Stones on February 06, 2008, 06:48:06 am
Maybe already said but:

a) Missiles are difficult in space, since for them to explode efficiently they need oxygen. I could imagine however that the missiles had a piercing tip to batter through armor and explode in the oxygen-filled interior of the ship. Similar to torpedoes, in fact.

b) Armor. You'd need so high amounts of armor to be really useful that it would make the ship extremely high mass and unmaneuverable. Even modern, armor-clad Main Battle Tanks can be destroyed by a well aimed RPG shot to the bottom.
Also, I guess by the time we fight in space, we would have already found a durable metal yet with similar electric capabilities as copper. Maybe extremely cooled iridium, because iridium AFAIK is the king of durability.
Title: Re: Realistic Ship/Weapon Thread
Post by: Titan on February 06, 2008, 07:03:13 am
Frankly, to me it makes sense that the smallest ship that still has full combat armament should be just a little smaller then the Fenris... go figure. You would need space for the main reactor, one or two secondary reactors (for engines and weapons) weapon systems, ammunition holds for ballistic armament (which reminds me, has anyone ever made a missile ships that has a magazine?) and things like engines. the engines themselves would probably be about the size of a normal two story house. and then you would need space for the crew, which has by now amounted to a fair size.
Title: Re: Realistic Ship/Weapon Thread
Post by: Aardwolf on February 06, 2008, 09:12:43 am
a) Missiles are difficult in space, since for them to explode efficiently they need oxygen. I could imagine however that the missiles had a piercing tip to batter through armor and explode in the oxygen-filled interior of the ship. Similar to torpedoes, in fact.

This is dead wrong. Modern explosives contain all of the oxygen they need to detonate mixed into the explosive.
Title: Re: Realistic Ship/Weapon Thread
Post by: Nuke on February 06, 2008, 09:19:44 am
im sure nukes can explode without some gaseous medium. you need air to have a blast wave. to compensate for lack of atmosphere put a nuke inside a meter thick lead shell and see it not cause some serious death to the crew of any space ship it may explode near.
Title: Re: Realistic Ship/Weapon Thread
Post by: NGTM-1R on February 06, 2008, 09:21:41 am
(which reminds me, has anyone ever made a missile ships that has a magazine?)

Dozens before the USN went to VLS launchers almost exculsively. The Mark 13 single-arm launcher was almost ubiquitous prior to the block 2 AEGIS cruisers.

Skin-skin contact detonation would be much simpler and more effective then fragmentation, unless those are really big fragments. It doesn't take much armor at all to stop small objects. The Shuttle has been hit by things like loose bolts before without taking serious damage.
Title: Re: Realistic Ship/Weapon Thread
Post by: General Battuta on February 06, 2008, 11:17:12 am
In the near future? Extensive use of high-velocity kinetic attacks and shotgun-type weapons. No railguns, because it's doubtful they'll be perfected to a level where they're practical to lift into orbit and power with fuel or solar cells.

Relatively ineffective or simply nonexistent armor -- these ships are going to be built in Earth orbit or launched from the Earth's surface, and armor is heavy. As someone said, compartmentalization is the order of the day.

No human crews.

A focus on destroying not enemy ships but enemy communications and surveillance satellites.

Nukes, though without EMP or blast wave they'll be less effective.

Did I mention the lack of human crews? They'd be remote-operated, or autonomous.

Lastly, fuel limits. Maneuvering and orbital dynamics would be limited by chemical fuels.

Even more speculatively, I think that swarms of tiny satellites might be cheaper and more popular than larger vessels. Why risk something as expensive as a combat Shuttle if you can instead deploy a flock of tiny, stealthy, nuke-bearing nanosats? You could even use Shuttles (or their near-future successors) as carriers.

Oh, and orbital attacks on launch sites. I bet space wars would be very short.
Title: Re: Realistic Ship/Weapon Thread
Post by: Aardwolf on February 06, 2008, 11:38:36 am
The EMP from a Nuke is not as powerful a force as the X-Rays it emits, which are produced regardless of atmosphere and which could shatter a ship's hull.
Title: Re: Realistic Ship/Weapon Thread
Post by: perihelion on February 06, 2008, 11:59:45 am
Another problem with lasers most people don't seem to consider is coherence length.  Over distances measured in meters, sure, that laser beam is still just as powerful and "in step" as it was when it was emitted.  However, even with modern state-of-the-art laboratory-only lasers, you would start to get significant destructive interference within a few kilometers.  The problem is that lasers are not mono-frequency discharges like everyone thinks.  If you plotted intensity versus wavelength for a given laser beam, you would get a very sharp gaussian distribution.  The sharper the spike (the closer you get to the mono-frequency ideal), the more energy you are rejecting.  There are ways to make the wavelength distribution more narrow, but there is a price to pay in terms of how much energy is lost to "filtering" for want of a better word.

A true mono-directional mono-frequency beam could theoretically go on forever and never lose coherence, never start to interfere destructively with itself.  But no real beam can accomplish either of those objectives perfectly.  In a beam of light with multiple frequencies, even if all photons start out in step, eventually, they will get further and further out of phase with one another until coherence is completely lost.  The closer you get to the mono-frequency ideal, the more of your input energy you aren't going to get out of the final beam.  So, you are essentially trading off intensity for range or vice versa.  Considering the practically limitless range of kinetic weaponry in space, I doubt that lasers are going to be very practical without enormous (practically limitless) power sources.
Title: Re: Realistic Ship/Weapon Thread
Post by: Wanderer on February 06, 2008, 01:38:16 pm
http://www.projectrho.com/rocket/index.html
Title: Re: Realistic Ship/Weapon Thread
Post by: General Battuta on February 06, 2008, 02:22:32 pm
Quote
The EMP from a Nuke is not as powerful a force as the X-Rays it emits, which are produced regardless of atmosphere and which could shatter a ship's hull.

I believe you, Aardwolf, but I want a source.

Source?
Title: Re: Realistic Ship/Weapon Thread
Post by: Wanderer on February 06, 2008, 02:54:07 pm
Probably because nukes won't create EMP in vacuum...
Title: Re: Realistic Ship/Weapon Thread
Post by: General Battuta on February 06, 2008, 04:37:13 pm
Uh, I know, I said that.
Title: Re: Realistic Ship/Weapon Thread
Post by: Aardwolf on February 06, 2008, 04:48:03 pm
I don't have a print/web source, but I have a weapons tech nut and my dad, a molecular physicist.
Title: Re: Realistic Ship/Weapon Thread
Post by: General Battuta on February 06, 2008, 06:15:23 pm
Hey, cool. I would like to learn more about this hull-shattering X-ray effect. I have a good amount of physics knowledge, but I hadn't imagined that EM radiation at that wavelength would shatter much of anything.
Title: Re: Realistic Ship/Weapon Thread
Post by: Retsof on February 06, 2008, 06:22:30 pm
I suppose that high-energy radiation would do a good job of knocking atoms around.  And what is your hull made of? (Rhetorical question)
Title: Re: Realistic Ship/Weapon Thread
Post by: Zoltan on February 06, 2008, 06:31:46 pm
In the near future? Extensive use of high-velocity kinetic attacks and shotgun-type weapons. No railguns, because it's doubtful they'll be perfected to a level where they're practical to lift into orbit and power with fuel or solar cells.

Relatively ineffective or simply nonexistent armor -- these ships are going to be built in Earth orbit or launched from the Earth's surface, and armor is heavy. As someone said, compartmentalization is the order of the day.

No human crews.

A focus on destroying not enemy ships but enemy communications and surveillance satellites.

Nukes, though without EMP or blast wave they'll be less effective.

Did I mention the lack of human crews? They'd be remote-operated, or autonomous.

Lastly, fuel limits. Maneuvering and orbital dynamics would be limited by chemical fuels.

Even more speculatively, I think that swarms of tiny satellites might be cheaper and more popular than larger vessels. Why risk something as expensive as a combat Shuttle if you can instead deploy a flock of tiny, stealthy, nuke-bearing nanosats? You could even use Shuttles (or their near-future successors) as carriers.

Oh, and orbital attacks on launch sites. I bet space wars would be very short.


I think that human crews would be critical for space combat, or at least it would need to be controlled at short range, which makes the idea of remote control pointless anyways. While communications delay is negligible on Earth, it would be too long for operating anything at great distance.
Title: Re: Realistic Ship/Weapon Thread
Post by: Aardwolf on February 06, 2008, 06:58:41 pm
Well yes, you need someone to tell the ships what to attack, whether they are onboard or not. But if you assume they are not on board the ships, then you don't need crew compartments, as much hull space, etc., and the ships become more of a machine than a vehicle.

Basically, then, as long as you can communicate enough to tell them what your objectives are, and keep an occasionally updated algorithm for completing such objectives, you can just deploy them and have them do your bidding. Your ships can communicate among themselves faster and better than if you were to rely on voice-broadcast, and thus could coordinate attacks/defenses/strategies/tactics. Although some override for strategies and campaign objectives might be necessary, tactical command would be an unnecessary, and in some cases stupid tool. Computers could (if we knew how) be made much more effective at tactical/strategic thinking than humans.

Of course, it would be stupid to put the computers in charge of picking what an enemy is; if they detect hostility, they should merely defend themselves and make every effort to report back to human government/command for confirmation that they may engage.
Title: Re: Realistic Ship/Weapon Thread
Post by: Zoltan on February 06, 2008, 07:24:56 pm
Well yes, you need someone to tell the ships what to attack, whether they are onboard or not. But if you assume they are not on board the ships, then you don't need crew compartments, as much hull space, etc., and the ships become more of a machine than a vehicle.

Basically, then, as long as you can communicate enough to tell them what your objectives are, and keep an occasionally updated algorithm for completing such objectives, you can just deploy them and have them do your bidding. Your ships can communicate among themselves faster and better than if you were to rely on voice-broadcast, and thus could coordinate attacks/defenses/strategies/tactics. Although some override for strategies and campaign objectives might be necessary, tactical command would be an unnecessary, and in some cases stupid tool. Computers could (if we knew how) be made much more effective at tactical/strategic thinking than humans.

Of course, it would be stupid to put the computers in charge of picking what an enemy is; if they detect hostility, they should merely defend themselves and make every effort to report back to human government/command for confirmation that they may engage.

I agree that using computers would be the best way, but it would basically boil down to whatever ship has the best computer will win. It would be like playing chess with a computer... I know that everyone wants the best weapons possible, but where is the fun in being invincible. :p
Title: Re: Realistic Ship/Weapon Thread
Post by: Aardwolf on February 06, 2008, 07:31:37 pm
The fun isn't in being invincible, it's in what you can do while you're alive that you can't do when you're dead. Or in pain, for that matter.

And it wouldn't just be about the best computers, that's like saying there's one best strategy or unit in a strategy game.
Title: Re: Realistic Ship/Weapon Thread
Post by: Zoltan on February 06, 2008, 07:36:52 pm
The fun isn't in being invincible, it's in what you can do while you're alive that you can't do when you're dead. Or in pain, for that matter.

And it wouldn't just be about the best computers, that's like saying there's one best strategy or unit in a strategy game.

That is something I totally disagree with. In a strategy game you are supposed to be able to win, everything is balanced, in war, you are not supposed to have a chance, and there is no balance. One more thing, have you ever played chess against a computer?
Title: Re: Realistic Ship/Weapon Thread
Post by: Man-Whore on February 06, 2008, 08:22:34 pm
Quote
in war, you are not supposed to have a chance, and there is no balance.

"All is fair in love and war."

Okay, that's bull****. But it's a famous quote. . .
Title: Re: Realistic Ship/Weapon Thread
Post by: General Battuta on February 06, 2008, 10:23:43 pm
Spacecraft will be largely controlled by computers anyway, even with human crews. It's not a huge difference in terms of actual combat performance.
Title: Re: Realistic Ship/Weapon Thread
Post by: NGTM-1R on February 07, 2008, 01:54:45 am
And it wouldn't just be about the best computers, that's like saying there's one best strategy or unit in a strategy game.

It might well come down to that, just as frankly there can be such other things. The Berserker series alludes to it more than once; in war against a race of somebody's ultimate weapon planetkilling AIs gone rogue, it is, when you get down to it, fought between our computers and them more than it is between us and them. Because the computers can handle it better than we can.
Title: Re: Realistic Ship/Weapon Thread
Post by: Aardwolf on February 07, 2008, 03:45:13 am
I understand that, what I meant was there are other factors, like starting conditions, differences in technology, etc. that all come into play.
Title: Re: Realistic Ship/Weapon Thread
Post by: ChronoReverse on February 09, 2008, 07:45:15 pm
What about small drones that are designed to dodge and then collide with their targets?  Basically larger missiles with intelligence.  As someone pointed out, it's not too hard to hit missiles that are flying straight in, but surely anti-missile coverage on a frigate would have some weak points that would, with enough weaving drones, allow a hit.

In any case, 100 kilometers would be "point blank" in a proper space battle.  If modern artillery has self-correcting projectiles, surely the future would too.
Title: Re: Realistic Ship/Weapon Thread
Post by: Polpolion on February 09, 2008, 10:42:36 pm
And it wouldn't just be about the best computers, that's like saying there's one best strategy or unit in a strategy game.

It might well come down to that, just as frankly there can be such other things. The Berserker series alludes to it more than once; in war against a race of somebody's ultimate weapon planetkilling AIs gone rogue, it is, when you get down to it, fought between our computers and them more than it is between us and them. Because the computers can handle it better than we can.

I doubt that in realistic combat anyone would make a sentient AI to do the fighting for them. I could see RC drones and a maybe a few proper, independent drones, but nothing like that.
Title: Re: Realistic Ship/Weapon Thread
Post by: Aardwolf on February 12, 2008, 05:18:37 pm
The only reason people wouldn't do it is because of all the sci-fi stories where it goes wrong, which have ridiculous premises like that the AI could choose that the humans are its enemy, etc. :lol:
Title: Re: Realistic Ship/Weapon Thread
Post by: Polpolion on February 12, 2008, 07:02:24 pm
What would be the benefit to having a sentient AI as opposed to a non-sentient AI of similar capabilities?
Title: Re: Realistic Ship/Weapon Thread
Post by: Aardwolf on February 12, 2008, 07:58:02 pm
I think a non-sentient AI would be superior, actually... (but I can't tell who that was addressed at)
Title: Re: Realistic Ship/Weapon Thread
Post by: General Battuta on February 12, 2008, 08:25:29 pm
The sentient AI would be more flexible.

Nonsentient computers (like the ones we have today) are constantly making stupid mistakes. They're very poor at common-sense, even if they're great at complex analysis or processes.
Title: Re: Realistic Ship/Weapon Thread
Post by: Nuke on February 13, 2008, 08:14:46 am
The sentient AI would be more flexible.

Nonsentient computers (like the ones we have today) are constantly carrying out the stupid mistakes of the programmer. They're very poor at common-sense, even if they're great at complex analysis or processes.

fixed
Title: Re: Realistic Ship/Weapon Thread
Post by: General Battuta on February 13, 2008, 10:40:59 am
Very nice. Thank you!
Title: Re: Realistic Ship/Weapon Thread
Post by: ChronoReverse on February 13, 2008, 06:54:24 pm
While certainly the case, drones are cheaper than trained humans (after economies of scale) and a stupid mistake can be corrected quickly with new firmware.  Humans are harder to update and can make stupid mistakes too (clearly not every pilot will be a star pilot).
Title: Re: Realistic Ship/Weapon Thread
Post by: Nuke on February 13, 2008, 09:29:10 pm
unfortunately humans write that firmware, which of course will have new bugs.
Title: Re: Realistic Ship/Weapon Thread
Post by: ChronoReverse on February 14, 2008, 02:27:34 am
So your premise is that because humans write the code there will be errors.  There's not really a problem with that.

What prevents normal human pilots from making errors?
Title: Re: Realistic Ship/Weapon Thread
Post by: Snail on February 14, 2008, 06:33:34 am
What prevents normal human pilots from making errors?

Nothing. That's why they die.
Title: Re: Realistic Ship/Weapon Thread
Post by: Colonol Dekker on February 14, 2008, 08:14:51 am
AI should be used to navigate and target, Humans should make all strategic desiciions.


Re: original topic,


I reckon realism-ships would turn out either like the cruisers from Nexus in shape or like Confed craft from Wing commander ( 3 and 4 ) just because i like the functionmal design, IE, build a runway with engines and slap a bridge on (TCS Victory + Lexington )
Title: Re: Realistic Ship/Weapon Thread
Post by: Aardwolf on February 14, 2008, 08:43:10 am
What's the point of a runway in space?
Title: Re: Realistic Ship/Weapon Thread
Post by: BengalTiger on February 14, 2008, 09:04:02 am
If the runway is really short and has arresting gear, it could be really usefull.
Title: Re: Realistic Ship/Weapon Thread
Post by: Aardwolf on February 14, 2008, 09:15:35 am
These are spaceships. They don't need a runway to get up to speed in order to take flight, because they don't need to get up to speed to take flight.
Title: Re: Realistic Ship/Weapon Thread
Post by: Snail on February 14, 2008, 09:54:34 am
Maybe they need it for ships going INTO the fighterbay can get onto the right place. Or maybe it's just a guide. Or maybe it just looks better that way. Or maybe they don't want to put windows on the "runway" so instead they put a runway on the runway. It could be there for any purpose.
Title: Re: Realistic Ship/Weapon Thread
Post by: Polpolion on February 14, 2008, 10:56:35 am
These are spaceships. They don't need a runway to get up to speed in order to take flight, because they don't need to get up to speed to take flight.

They'd need a runway to land, though. Or at least something with some kind of arrestor wire, so they don't fly though into the bay and crash.
Title: Re: Realistic Ship/Weapon Thread
Post by: FreeSpaceFreak on February 14, 2008, 11:17:58 am
I like the idea of an automatic landing system. When you come out of subspace, press a button and your fighter lands itself. A runway would be a practical aid for that.

I would like to see an Orion with runway lights (http://en.wikipedia.org/wiki/Runway#Technical_specifications). Has anyone ever done that?
Title: Re: Realistic Ship/Weapon Thread
Post by: NGTM-1R on February 14, 2008, 11:18:25 am
These are spaceships. They don't need a runway to get up to speed in order to take flight, because they don't need to get up to speed to take flight.

No, but there are still valid reasons for them. For that matter, anyone conversant in WC would realize that the runways are for landing; fighters launch from launch tubes. (Or on the Victory, a cat launch. See the novels, and note in the WC2 launch animation the fighters aren't actually in contact with the deck as they exit the launch tubes.)

Put simply if you just shove the fighter out the back, aside from maybe frying it with your thruster exhaust, it's very vunerable while it gets up to speed. Launch tubes and catapults on runway-like structures make good sense from a tactical standpoint, as they get people off the deck moving fast enough it's not a simple matter to just blast them as they appear. BSG has its own launch tubes for the same reason.
Title: Re: Realistic Ship/Weapon Thread
Post by: Snail on February 14, 2008, 11:35:14 am
I would like to see an Orion with runway lights (http://en.wikipedia.org/wiki/Runway#Technical_specifications). Has anyone ever done that?

The High poly one has runway lights in the form of glowpoints.
Title: Re: Realistic Ship/Weapon Thread
Post by: FreeSpaceFreak on February 14, 2008, 01:44:58 pm
No I mean real runway lights. Not just a few lighted spots. But anyway, I'm going off-topic.

The only real reason to use runways in the FS universe is that they look good, I guess. It's a pity that only the Orion has them. Yes, it's a large, uncovered area, and therefore relatively weak to fighter/bomber attacks. But with some creative turret placement, that can be solved. And runways do look good.

EDIT: Oh yeah, they could be used as assembly points as well. Like the top of the Aquitaine in Mystery of the Trinity.
Title: Re: Realistic Ship/Weapon Thread
Post by: lostllama on February 14, 2008, 02:43:24 pm
No I mean real runway lights. Not just a few lighted spots.

Actually, I think those lights that I think Snail was referring to on the high-poly Orion do kind of resemble runway lights. They're sort of like running lights which are synchronised so they flash one after the other, from one end of the runway to the other end. Unless you mean something different.

The Orion's runway is kind of long and looks like it could have ships stationed on it for assembling on-masse. But I don't think it's like a seaborne aircraft carrier with elevators and the like (though that would probably be a cool thing to add on an Orion).
Title: Re: Realistic Ship/Weapon Thread
Post by: ChronoReverse on February 14, 2008, 05:23:52 pm
What prevents normal human pilots from making errors?
Nothing. That's why they die.
Exactly =D

AI should be used to navigate and target, Humans should make all strategic desiciions.
Of course.  Drones would be best for doing the gritty work, but there's still a place for humans.  With that, piloted spacecraft ought to be much fewer in numbers because you wouldn't need them as often.  If you're doing a direct attack or just want a group of fighters killed, drones are perfectly suitable and you'd fallback to pilots only if that fails.



Incidentally, Macross Frontier had a perfect example of that.  They sent drone Ghost-type fighters to deal with an unknown threat first and only when they failed because of jamming did they send pilots (who also failed, but that's beside the point).
Title: Re: Realistic Ship/Weapon Thread
Post by: Snail on February 14, 2008, 05:37:54 pm
Perhaps AI is ineffective because they can be easily hacked.
Title: Re: Realistic Ship/Weapon Thread
Post by: Nuke on February 14, 2008, 10:32:02 pm
a runway would have the advantage of providing friction assisted landings when combined with magnetic fields, artificial gravity, or trhusters. allowing you to save fuel on landings, as well as to let you land at higher speeds. as battlestar galactica has shown us, such a system comes in handy sometimes.
Title: Re: Realistic Ship/Weapon Thread
Post by: Admiral_Stones on February 15, 2008, 02:23:02 am
Perhaps AI is ineffective because they can be easily hacked.

Uhm... Not really.
Okay, when they are (security wise) like the pentagon, any alien bedroom kid could hack them.
But if anyone makes a good job stuffing the security holes, you'd need to hack them 'head on', and have you ever seen which amounts of time it takes to decrypt a six character password even when you've got the hash? Already today, we have 1024 bit and more encryption, which takes weeks on Blue Gene/L (which has a peak of 600 TERAFLOPS). And I guess they pretty tested these drones for security holes, because they really don't want them to turn against them.

My two cents.
(not to be inpolite to a mod, though)
Title: Re: Realistic Ship/Weapon Thread
Post by: Snail on February 15, 2008, 09:36:31 am
Note that sentry guns were hacked very easily by the Hammer of Light in the FS1 mission "Tenderizer."
Title: Re: Realistic Ship/Weapon Thread
Post by: Admiral_Stones on February 15, 2008, 09:43:07 am
Standard 'it's a game' argument employed.
Probably just for the sake of gameplay/storyline.
Title: Re: Realistic Ship/Weapon Thread
Post by: Snail on February 15, 2008, 10:05:11 am
Standard 'it's a game' argument employed.
Probably just for the sake of gameplay/storyline.

That sickens me.
Title: Re: Realistic Ship/Weapon Thread
Post by: Polpolion on February 15, 2008, 02:41:01 pm
Standard 'it's a game' argument employed.
Probably just for the sake of gameplay/storyline.

Regardless, it happened and it's canon. It can be done.
Title: Re: Realistic Ship/Weapon Thread
Post by: Snail on February 15, 2008, 02:43:07 pm
Even though some people may not mind, I still think it's annoying to say "it's a game." It is simply unacceptable.
Title: Re: Realistic Ship/Weapon Thread
Post by: Polpolion on February 15, 2008, 03:31:23 pm
Even though some people may not mind, I still think it's annoying to say "it's a game." It is simply unacceptable.

Especially in this thread :p.
Title: Re: Realistic Ship/Weapon Thread
Post by: TrashMan on February 15, 2008, 03:35:16 pm
Note that sentry guns were hacked very easily by the Hammer of Light in the FS1 mission "Tenderizer."

 :wtf: :wtf: :wtf: :wtf:

Nowhere was it said it was easy.


Secondly, the question is is it even possible to hack a sentry gun/drone from afar. The most sensible way to build them would be for them to require a direct interface. Hands-on approach.
Title: Re: Realistic Ship/Weapon Thread
Post by: Snail on February 15, 2008, 04:08:24 pm
Nowhere was it said it was easy.
Well, undetected then.
Title: Re: Realistic Ship/Weapon Thread
Post by: ChronoReverse on February 16, 2008, 11:19:10 am
Well, there's still a difference between hacking a remote device that hasn't been checked up on too recently, and hacking drones that have just been launched and gone through a list of preflight checks.

It's not impossible of course, but it shouldn't be easy either.


Of course, it'd only work for one iteration before quickly becoming countered (and that being worked against immediately afterward.  And escalating arms race as usual.  There'll just be another aspect to it.
Title: Re: Realistic Ship/Weapon Thread
Post by: Snail on February 16, 2008, 12:23:46 pm
Maybe they're especially vulnerable to EMP blasts like the EM Pulse Missile.
Title: Re: Realistic Ship/Weapon Thread
Post by: Flaser on February 19, 2008, 08:34:01 pm
ANY Naval or Aerial parallel with Space will be STUPID

This includes:

Recommended Reading:

(Boardgame with true 3D vector movement. Acceleration/Power ratings are probably only a single magnitude off-scale instead the typical several magnitude "overestimation" in sci-fi.)


The prime reason, why its so, is that in space, big ships aren't any slower than small ones. For a given thrust-to-weight ratio you can build a big or small ship, their acceleration (and there is no such thing as "top speed") will be the same.

You could build a "fighter" - in practice it will be a small ship, with lower endurance on its life-support and engine. Actually if you go that way, a missile is better: no life-support, no squishy meat-bags who will be turned into purrey at a "mere 100-g" acceleration. It will have better acceleration. It will also turn faster (but not change course faster! I'm merely speaking of pivoting), so it could bring its weapons to bear faster.

A bigger ship can mount more point-defense, and stronger (with bigger antennas) radars and lidars. It can also mount more redundant systems (but not 'armor' as we know it!), so it can stay in the fight longer.

The best weapon in space is a big missile - heck, actually a big AI controlled torpedo or ship with an engine of its own - and a nasty nuclear warhead (fusion or even anti-matter in higher tech).

Unlike chemical or kinetic weaponry, a proximity kill (even in space) is very much possible with a nuke. It won't have a shockwave, and will output only minimal EMP (which it will still do, as the matter of the missile will be irradiated and emit strong Electromagnetic Radiation - which is what EMP really is) but sheer radiation pressure will be lethal within a couple of kilometers.

If that's far too close to beat the point-defense, then mount a bomb-pumped X-Ray laser on the missile, and you can a whooping couple of hundred (50-150) km.  effective range.

This will be compounded by the fact, that you can't take armor into space - although in hindsight, you can, it would be just stupid - since armor that stops radiation (which incidentally also happens to be lasers when you speak of the EM variant) or high kinetic impactors takes a lot of mass.

High mass equals low acceleration for a given engine. Which is a very bad thing, since the guy with better acceleration will be able to "sling" his whole missile armament at you while actually staying out of the powered envelope of your own missiles.

Here is a key word: POWERED. Ergo, under controlled flight with propulsion to change course.
There is no such thing as "range" for missiles in space. They can shut off their engine and drift most of the way: there is only such a thing as powered envelope.

Once within a given range, they can go to powered intercept, and here only their acceleration versus your ships acceleration will matter. This range is an almost certain kill-zone (point-defense non-withstanding).
The reason why the missile will always win, is that it will have a lot lower mass, it won't carry life-support, FTL or intricate navigation equipment. It will also win, because its parts won't need the endurance a full blown spaceship needs. It can redline its engine, wear out all its parts and still intercept the spaceship with glee and tolerances to spare.

This is why it becomes a game of delta-v: the imparted impulse your engine impart by burning all your fuel.
In this game, the ship has an advantage - it can't accelerate that fast, but it can gain a higher final velocity; since high acceleration engines also usually have worse specific impulse. So if you start running soon enough, you can outrun the missile since it will burn out before reaching you.

If for some reason you point defense isn't saturated - which is the name of the game in such an engagement. The one mounting a sufficient number of missiles on a sufficient number of ships will saturate the other's defenses with missiles, jamming, decoys and pure and nasty radiation that blinds tracking radars - your next best bet is a light-speed weapon - either a MASER or a LASER.

This could happen if neither side has a numerical advantage. For this kind of fight, a lightsecond (300 km) is the absolute maximum range you can hope for a hit. Effective range is much less, a fraction of that. Highly focused lasers, don't drill but blow. The reason is the following: if a sufficient amount of energy is deposited in a small enough amount of matter it will immediately evaporate - explosively.

Given this, a good anti-laser cover could be porous, so it vents the gases without fragmenting. Mirror coverings won't work, as any mirror has microscopic faults that the laser will get down to and develop into massive ones. Metamaterials (with negative diffraction) may offset a lasers power somewhat.

Deploying gases, of chaff to diffuse the laser won't be viable either as it will scatter too fast to have any effect.

This 50-100 km range will be the "sword" range for ships.

If you want something harder hitting, put some mass into your beam. Particle beams won't have the range of lasers, since they will be only c-fractional (part lightspeed) weapons, but a range of 25-50 km (.5 c) doesn't seem all to far fetched.

This will be the "knife/dagger" range. Getting hit by a particle beam will be really nasty, as the decelerating particles emmit massive doses of radiation, frying electronics (and the crew) as well as explosivly evaporating anything in their path. They will be also armor piercing, since they will go through several meters of matter.

The in-your-face punches of ships will come from kinetic weaponry - these are likely mass drivers or railguns that shoot matter at c-fractional speed, but a lot lower than particle beams (.01 c or the like). Since closing velocity can impart a significant further energy (say a .005 c closure rate between the combatants) to these "bullets" these will be the weapon of choice for suicide charges.
These won't be dumb bullets though - to hit they will need a significant propulsion of their own.

You could also mount such weapons on missiles, and missiles can be fired from such mass drivers.[/list]

Why runways or take-offs are stupid: there is no such thing as 'rest' in space (You are at rest compared to what?!) You will be pulling several g-s and accelerating all the while you deploy your gunboats (okay, fighters!), so they WON'T be stationary targets for the enemy.
Further more there is no stall speed in space, so you can simply match course with your mothership, and a simple waldo can grab you and pull you into the bay - or you can simply drift into the bay with maneuvering thrusters.

Final word:

The reason why sci-fi is full of close-range combats, and dashing 20-something fighter pilots, is that the life-and-death of a nuclear missile is nowhere near as interesting as the life-and-death of a 20-something fighter pilot.
Title: Re: Realistic Ship/Weapon Thread
Post by: General Battuta on February 19, 2008, 08:55:43 pm
Those ranges seem comically short. 100 km? 50 km? Those ranges are for kissing, not for fighting.
Title: Re: Realistic Ship/Weapon Thread
Post by: NGTM-1R on February 19, 2008, 09:35:17 pm
Why runways or take-offs are stupid: there is no such thing as 'rest' in space (You are at rest compared to what?!) You will be pulling several g-s and accelerating all the while you deploy your gunboats (okay, fighters!), so they WON'T be stationary targets for the enemy.

Fallacious argument. Ships engaged with each other will, if the engagement lasts any time at all, have roughly equal velocities, acceleration, and vectors. All movement in space combat is relative, as you pointed out, so they may not appear to be, but unless your engagement is over in five seconds or so (or a hell of a lot less at the ranges you give) then you're roughly matched. Plus this assumes that the targeting gear cannot "carry over" existing data on an object to engage anything it deploys, which is miserably, incredibly goddamn stupid. This capablity already exists.

The name of the game in targeting is going to be compensating for the other guy's movement in such a way that, so far as the gun is concerned, he and you are at rest. We call this stablization. The end result is that for any targeting gear worth its salt you will already be tracking on your opponent well enough that so far as the weapon is concerned, he's at rest. Hence the catapult launch or some other method (blast of compressed gas is popular too) of getting things off the ship in such a way that their acceleration, velocity, and maybe vector are significantly different from the launching craft. Otherwise they're easily engaged based on the already-solved problem of engaging their parent craft. You have to make him crunch more numbers for his targeting, give him a different or at least extended equation to solve on the delta-v, because these smaller things you're throwing out (missiles or fighters or atmospheric entry craft or whateverthe****) being, well, smaller, are significantly more vunerable.
Title: Re: Realistic Ship/Weapon Thread
Post by: Flaser on February 19, 2008, 10:52:47 pm
Why runways or take-offs are stupid: there is no such thing as 'rest' in space (You are at rest compared to what?!) You will be pulling several g-s and accelerating all the while you deploy your gunboats (okay, fighters!), so they WON'T be stationary targets for the enemy.

Fallacious argument. Ships engaged with each other will, if the engagement lasts any time at all, have roughly equal velocities, acceleration, and vectors. All movement in space combat is relative, as you pointed out, so they may not appear to be, but unless your engagement is over in five seconds or so (or a hell of a lot less at the ranges you give) then you're roughly matched. Plus this assumes that the targeting gear cannot "carry over" existing data on an object to engage anything it deploys, which is miserably, incredibly goddamn stupid. This capablity already exists.

The name of the game in targeting is going to be compensating for the other guy's movement in such a way that, so far as the gun is concerned, he and you are at rest. We call this stablization. The end result is that for any targeting gear worth its salt you will already be tracking on your opponent well enough that so far as the weapon is concerned, he's at rest. Hence the catapult launch or some other method (blast of compressed gas is popular too) of getting things off the ship in such a way that their acceleration, velocity, and maybe vector are significantly different from the launching craft. Otherwise they're easily engaged based on the already-solved problem of engaging their parent craft. You have to make him crunch more numbers for his targeting, give him a different or at least extended equation to solve on the delta-v, because these smaller things you're throwing out (missiles or fighters or atmospheric entry craft or whateverthe****) being, well, smaller, are significantly more vunerable.

The only problem with the above mentioned situation is this: if I already have a targeting solution on the mothership, why isn't he so much scrap already?

For that matter, I said, that laser and particle beam ranges are already melee - vicicous close-range fighting. If current doctrines/tendencies are to be relied upon - which you insist we should do - than that seems awfully (needlesly) close.

You launch gun/misisleboats way further out.

As for "syhconizing" or coming to rest compared to the other ships: that's a pretty stupid thing to do. Instead you should aim for a passing course, where you spend a mininum time in his power missile envelope - or better yet, set up a pursuit geometry, where your missile envelope reaches him, but not vice versa.

Then you let loose your birds, get the hell out of there, and watch the pretty fireworks as your nukes or x-ray lasers team him to spacedust.

Even if you had to stay in his envelope, holding a steady course is still a bad thing to do - you're still way outside beam range. You're better off weaving to-and-fore on some evasion pattern that makes you harder to hit for birds. The key is unpredictability, and going plain old evasive in case your point-defense won't deal with all his birds in time.

One more thing though: why the hell do I need a complicated catapult, or some other heavy contraption aboard my mothership (which following the launch will be ever so much bloody unneeded mass)?
If fast deployement is neeeded inside beam range, I would simply hook the gunboats onto the hull, and let them clear the mothership with their own drive.

You could argue for "rearmament", "refuelings" etc. but in that case what the hell does you mothership do in the battlefield? It should hang well back, way outside beam range or missile envelope.

As I also wrote it down numerous times: a plain old missile with a mean nuke is a lot more sensible and efficient than any gunboat or spacefighter. The later will be still shredded by the missiles of the enemy ships, and unlike said ships, with missiles you can accept the loss of most of your missile broadside as long as they still get the job done.

As I already wrote:
Space fighters only exist because the romantic longing of readers and writers (and the naval portayal of space combat by Lucas), as well as the fact that the life-and-death of a nuclear missile doesn't make an interesting read/film.

If you truely want space-fighters/gunboats then you need something that makes long-range tracking/weaponry unuseable. Like Minovsky particles in Gundam that render radar and even visual tracking inoperable.

Another thing to try
If all this technobable doesn't convince you, I suggest a very easy experiment:
Grab the free pdf from the Attack Vector homepage, and play a couple of rounds, 'trying to set up said' equal velocity, course and acceleration.

You will be surprised how unlikely said thing is.
Title: Re: Realistic Ship/Weapon Thread
Post by: Flaser on February 19, 2008, 10:55:52 pm
Those ranges seem comically short. 100 km? 50 km? Those ranges are for kissing, not for fighting.

1 lightsecond is 300.000 meter, ergo 300 km.
That means, that the laser beam fired by you will spend a whole second traveling, before it reaches the area.
This is for beam weapons only. As I keep spouting, missiles are in an entirely different game.
Title: Re: Realistic Ship/Weapon Thread
Post by: Koth on February 19, 2008, 11:27:37 pm
No. The Speed of Light is 299,792,458 metres per second, ergo that makes 300,000 km per second.
Title: Re: Realistic Ship/Weapon Thread
Post by: Flaser on February 20, 2008, 12:11:11 am
Umm.. :snipe:  :o

You're right. Then that makes it 100 000 - 50 000 km.
Title: Re: Realistic Ship/Weapon Thread
Post by: General Battuta on February 20, 2008, 10:48:02 am
Anyway, flaser, I'm not sure I buy any of this as definitive because it seems too Honorverse. The biggest shaky points are the technical details of lasers, particle weapons, missile warheads, ship armor, and ship drives -- we have no solid idea what is practical or what their capabilities will be.

Also, I saw absolutely no mention of dead-in-space kinetic minefields. Which would probably be key.

However, some very compelling stuff in there, well-put-together. I'm just not sure all the basic assumptions are valid.
Title: Re: Realistic Ship/Weapon Thread
Post by: Flaser on February 20, 2008, 05:53:13 pm
Anyway, flaser, I'm not sure I buy any of this as definitive because it seems too Honorverse. The biggest shaky points are the technical details of lasers, particle weapons, missile warheads, ship armor, and ship drives -- we have no solid idea what is practical or what their capabilities will be.

Also, I saw absolutely no mention of dead-in-space kinetic minefields. Which would probably be key.

However, some very compelling stuff in there, well-put-together. I'm just not sure all the basic assumptions are valid.


OK. Big edit. I've gone through all my posts, and come to the conclusion that I need to get off the high horse and engage in some discussion instead preaching.

I also apologize to ngtm1r for the tone of my 'counter post' since, I've failed to properly back up my claims - that 3 magnitude error (150 000 instead 150 km) is shaming enough to make anyone a bit humbler. In my defense I can say, that I've been tired of listening to all the gaming/movie/fantasy-sci-fi born misconceptions around space, but I should have used a more objective and factual presentation of my argument.

@General Battuta - Your comment concerning Honoverse is right: while Weber is among the few writers who writes reasonably scientifically correct sci-fi; his power-levels are so off-the-scale of reasonable technology (as well as the introduction of hyperspace/gravfield magic) that his writings beside the bare factual truism true to real space can't be the base for discussion.

I've read up on my claims and come to the following:
-The nature of tactics or the viability of them in true space combat is a function of maneuverability-vs-weapon ranges.
-The "most" realistic depiction I've ever seen in a game was AV:T! The truth of it is that even Ken Levine, the designer of said game said, that their engines were likely an order of a magnitude stronger than they would likely be in reality, while given the same tech level lasers would be 5 times further reaching.
-In AV:T! Lasers are the prime weapons of combat, but tactical maneuvering is still viable - in reality it wouldn't be. In other words, in beam ranges both ships are likely sitting ducks and constantly pummeling each other into oblivion. I cautiously remind everyone, that this can't be alleviated by building smaller ships. Ken has come to his figures by calculating acceleration-vs-tracking/beam dissipation. AV:T! engines are already overpowered, whereas lasers have a pretty 'conservative' performance. (Keep in mind though, that these lasers use focal lenses/arrays with a 3 meter diameter - pretty big stuff).

I need to make another correction:
-While atomic weapons are indeed capable of 'proximity kills', even for a megton warhead (which weighs at least 500-1000 kg) this proximity is a mere single 1 km - awfully close....and not even assuredly lethal.
-Bomb-pumped lasers though are still a viable technology, so laser-head missiles are promising.

Finally something interesting from the real world:
http://blog.wired.com/defense/2007/08/its-been-one-of.html
Title: Re: Realistic Ship/Weapon Thread
Post by: Wanderer on February 22, 2008, 01:43:59 am
I always been fond of Traveller style space combat.. Starting from the Traveller the New Era but mainly on the GURPS Traveller.. It glosses over the more annoying aspects of space combat like allowing reactionless drives and jump drives but other than that stays quite 'truthful' to realism so there are ships going at several Gs continuous accelerations sorta in spirit of space operas.. In it the biggest killers are either immense missile swarms - missile acting sorta like modern torpedoes ie. command guided until they get close enough for the targeting system to track the enemy so the missile doesnt have to be insanely large to contain the accurate enough seeker - or in very large ships the spinal mounted neutral particle accelerators.
Title: Re: Realistic Ship/Weapon Thread
Post by: Killer Whale on February 22, 2008, 05:18:39 am
    I hate to break it to the whole lot of you, but:

ANY Naval or Aerial parallel with Space will be STUPID

This includes:
  • Runways
  • Take-offs/Landings
  • Fighters!
  • Dogfights
  • Heavy Armor
  • Any unguided weaponry
  • Ergo...GUNS
  • Stealth

Recommended Reading:
  • (Once again) Project Rho
  • Attack Vector: Tactical!

(Boardgame with true 3D vector movement. Acceleration/Power ratings are probably only a single magnitude off-scale instead the typical several magnitude "overestimation" in sci-fi.)

  • Books by David Weber
    • The Apocalypse Troll
    • Honoverse books
    • Starfyre books

The prime reason, why its so, is that in space, big ships aren't any slower than small ones. For a given thrust-to-weight ratio you can build a big or small ship, their acceleration (and there is no such thing as "top speed") will be the same.

You could build a "fighter" - in practice it will be a small ship, with lower endurance on its life-support and engine. Actually if you go that way, a missile is better: no life-support, no squishy meat-bags who will be turned into purrey at a "mere 100-g" acceleration. It will have better acceleration. It will also turn faster (but not change course faster! I'm merely speaking of pivoting), so it could bring its weapons to bear faster.

A bigger ship can mount more point-defense, and stronger (with bigger antennas) radars and lidars. It can also mount more redundant systems (but not 'armor' as we know it!), so it can stay in the fight longer.

The best weapon in space is a big missile - heck, actually a big AI controlled torpedo or ship with an engine of its own - and a nasty nuclear warhead (fusion or even anti-matter in higher tech).

Unlike chemical or kinetic weaponry, a proximity kill (even in space) is very much possible with a nuke. It won't have a shockwave, and will output only minimal EMP (which it will still do, as the matter of the missile will be irradiated and emit strong Electromagnetic Radiation - which is what EMP really is) but sheer radiation pressure will be lethal within a couple of kilometers.

If that's far too close to beat the point-defense, then mount a bomb-pumped X-Ray laser on the missile, and you can a whooping couple of hundred (50-150) km.  effective range.

This will be compounded by the fact, that you can't take armor into space - although in hindsight, you can, it would be just stupid - since armor that stops radiation (which incidentally also happens to be lasers when you speak of the EM variant) or high kinetic impactors takes a lot of mass.

High mass equals low acceleration for a given engine. Which is a very bad thing, since the guy with better acceleration will be able to "sling" his whole missile armament at you while actually staying out of the powered envelope of your own missiles.

Here is a key word: POWERED. Ergo, under controlled flight with propulsion to change course.
There is no such thing as "range" for missiles in space. They can shut off their engine and drift most of the way: there is only such a thing as powered envelope.

Once within a given range, they can go to powered intercept, and here only their acceleration versus your ships acceleration will matter. This range is an almost certain kill-zone (point-defense non-withstanding).
The reason why the missile will always win, is that it will have a lot lower mass, it won't carry life-support, FTL or intricate navigation equipment. It will also win, because its parts won't need the endurance a full blown spaceship needs. It can redline its engine, wear out all its parts and still intercept the spaceship with glee and tolerances to spare.

This is why it becomes a game of delta-v: the imparted impulse your engine impart by burning all your fuel.
In this game, the ship has an advantage - it can't accelerate that fast, but it can gain a higher final velocity; since high acceleration engines also usually have worse specific impulse. So if you start running soon enough, you can outrun the missile since it will burn out before reaching you.

If for some reason you point defense isn't saturated - which is the name of the game in such an engagement. The one mounting a sufficient number of missiles on a sufficient number of ships will saturate the other's defenses with missiles, jamming, decoys and pure and nasty radiation that blinds tracking radars - your next best bet is a light-speed weapon - either a MASER or a LASER.

This could happen if neither side has a numerical advantage. For this kind of fight, a lightsecond (300 km) is the absolute maximum range you can hope for a hit. Effective range is much less, a fraction of that. Highly focused lasers, don't drill but blow. The reason is the following: if a sufficient amount of energy is deposited in a small enough amount of matter it will immediately evaporate - explosively.

Given this, a good anti-laser cover could be porous, so it vents the gases without fragmenting. Mirror coverings won't work, as any mirror has microscopic faults that the laser will get down to and develop into massive ones. Metamaterials (with negative diffraction) may offset a lasers power somewhat.

Deploying gases, of chaff to diffuse the laser won't be viable either as it will scatter too fast to have any effect.

This 50-100 km range will be the "sword" range for ships.

If you want something harder hitting, put some mass into your beam. Particle beams won't have the range of lasers, since they will be only c-fractional (part lightspeed) weapons, but a range of 25-50 km (.5 c) doesn't seem all to far fetched.

This will be the "knife/dagger" range. Getting hit by a particle beam will be really nasty, as the decelerating particles emmit massive doses of radiation, frying electronics (and the crew) as well as explosivly evaporating anything in their path. They will be also armor piercing, since they will go through several meters of matter.

The in-your-face punches of ships will come from kinetic weaponry - these are likely mass drivers or railguns that shoot matter at c-fractional speed, but a lot lower than particle beams (.01 c or the like). Since closing velocity can impart a significant further energy (say a .005 c closure rate between the combatants) to these "bullets" these will be the weapon of choice for suicide charges.
These won't be dumb bullets though - to hit they will need a significant propulsion of their own.

You could also mount such weapons on missiles, and missiles can be fired from such mass drivers.[/list]

Why runways or take-offs are stupid: there is no such thing as 'rest' in space (You are at rest compared to what?!) You will be pulling several g-s and accelerating all the while you deploy your gunboats (okay, fighters!), so they WON'T be stationary targets for the enemy.
Further more there is no stall speed in space, so you can simply match course with your mothership, and a simple waldo can grab you and pull you into the bay - or you can simply drift into the bay with maneuvering thrusters.

Final word:

The reason why sci-fi is full of close-range combats, and dashing 20-something fighter pilots, is that the life-and-death of a nuclear missile is nowhere near as interesting as the life-and-death of a 20-something fighter pilot.


So space battle would it be a whole lot of satellites, planetary or stellar, with solar panels, a tough but not necessarily strong, or armoured, skin, a transmitter (for relay and commands back to a base), and a. missile banks and missile launchers, b. a reactor and a laser gun. More expensive ones could have bigger missile banks and/or bigger missiles or bigger and better lasers. Some could have both. A planetary or large space instillation would be created in space (so it wouldn't be lifted up from a planet) and heavily armed, with long range missiles, lasers, particle lasers, high recharge anti-warhead lasers, and bigger missiles. They would have big gun banks and large 'gunships' about 50-100 m long, or small remotely controlled would be sent to intercept incoming craft. This sort of weaponry is far underpowered compared to freespace warships and fighters, for these are more prepared to taking out lots a small craft, not sure what offensive would be like...


Hmm... this is what i think

Ships would be similar to GTA ships, the fenris is the powerfull ship, the leviathan is a rare, super powerfull ship, and the Orion is the mother-of-all-superhuge-ships!!!
Ergo.
They would have mostly small ships about the size of a modern day space shuttle. They would act as gunships with an assortment of lasers. They  would have tough armour (though not freespacey thick!!), sort of, able to stand a couple of shots, or a drill laser for a few seconds. It would be able able to shut off compartments so would stay in a fight for a while longer (using his theory of littleburn, no flood, long time for crash) and would use high accuracy, high concentration, long ranged lasers as primaries, and secondary would concentrate more on damage. small crew

And larger ships which have heavy armour and more numerous, more powerfull weapons, and be a lot bigger, more of a very large threat to enemies.

And super instillation/destroyer class, which have massive weapons, massive size, and massive armour. bear in mind items do not have to be launched in space, rather, thay can be created in space!!!
Title: Re: Realistic Ship/Weapon Thread
Post by: Colonol Dekker on February 22, 2008, 07:40:03 am
Well i still want a *struggles to remember the starting fighter from elites name* one of those :sigh:
Title: Re: Realistic Ship/Weapon Thread
Post by: Flaser on February 22, 2008, 09:16:20 am
Armor does you little good, as anything that can't maneuver will be easy pickings for missiles or missile based bomb pumped lasers. You can simply accelerate the missiles to ridiculous velocities (c-fractional) and in that case no armor  or point defense in all the heaven's will save your hide.

In case you don't have good enough engines for c-fractional strikes (no 'reactionless drive') then missiles won't be that deadly, but in that case, you're better off mounting more point-defense. This is beacuse since lasers will always hit, and only the high number of missiles and their short intercept window is what allows them to do damage.

With laserheads though, as soon as they are in laser-range, they will detonate....a bomb pump laser could have an even longer effective range than your on-board lasers, since they don't have to deal with heat-management in their suicidal discharge of EM radiation. This means you'd have to paint each-and-every missile even before they're in your (or their) effective range, meaning you'd need to keep them painted long enough to slowly burn through their hide instead instantly vaporizing them....and the clock's ticking, they're coming.

In the end, it will be a race between your heat-dissipation ability and the the heat generated by your PD that determines how much you can mount. Any 'excess' weight that doesn't seriously impede your mission profile could go to armoring critical parts of the ship.

That same weight will have to be divided between heatsinks that store, and radiators that dissipate heat (it could be, that during battle you'd only accumulate heat and you'd have to disengage to cool off). Propellant will also come out of this balance, and determines how long you can stay in the engagement or how fast you can accelerate - in the end, you propellant could be the best armor you have - several meters of fuel tanks filled with inert gas or liquid.

You have to strike a balance, and the given technology will likely give a minimum size for a ship. Smaller ships in a battle-net could have a similar PD effectiveness to a big one, and by sharing date could even form a virtual very big radar array. Even better, by losing a single ship you'd only loose a fraction of your capabilities while a big ship would loose more.

However there's also a counter argument, that a big ship would survive damage, that would outright kill a smaller one. So once again another balancing act.

Finally there are mothership designs, but while these produce superior combatants these also inevitably draw some doctrinal and tactical constraints:

As it is, high maneuverability would be only good for missile based engagements so ironically big ships are less likely to mount armor.
Attack craft could either choose to mount armor (since they don't need FTL, nav or durable life-support) and still have acceleration similar to a bigship. The armor would serve them well in a laser-fight, but only in a laser-fight, so they'd likely be dedicated laser platforms.
....or they could do away with armor, and be the ultimate 'space superiority' fighter, a sort of space version of the Zero. These wouldn't stand the laser as good as the armored gunboats so they'd likely be used only with missile load-outs. These missile attack craft could practically ferry missiles from from the mothership or their base into attack range, and would be very hard to intercept since, they stay just long enough to launch the missiles, and afterwards they are even faster while escaping since the missiles no longer weigh them down.
Title: Re: Realistic Ship/Weapon Thread
Post by: Colonol Dekker on February 22, 2008, 09:53:27 am
No longer "mass" them down you mean :s in a real life mothership scenario one good torpedo/missile strike into the hangar would be my first strategic goal :nod:
Title: Re: Realistic Ship/Weapon Thread
Post by: General Battuta on February 22, 2008, 10:49:50 am
Flaser, you make a lot of definite statements, but I'm not sure we can be confident enough to back them up.

I note that you haven't talked about relativistic kill vehicles (c-fractional missiles are kind of similar) or kinetic scatter weapons. You love your bomb-pumped lasers, but why not fill the warheads with shrapnel and detonate them in the flight path of a moving ship?
Title: Re: Realistic Ship/Weapon Thread
Post by: Colonol Dekker on February 22, 2008, 11:00:56 am
Lo and behold. We've made it to one of my favourites good old trusty flak! This would be one of the most effective weapons against exo atmospherics, failing some wonderful all encompassing mega shield. If the scale of warhead and delivery system is balanced enough to get it to it's target that would be one hell of a pube in the milkshake© for an officer commanding.   
Title: Re: Realistic Ship/Weapon Thread
Post by: Flaser on February 22, 2008, 10:34:32 pm
Flaser, you make a lot of definite statements, but I'm not sure we can be confident enough to back them up.

I note that you haven't talked about relativistic kill vehicles (c-fractional missiles are kind of similar) or kinetic scatter weapons. You love your bomb-pumped lasers, but why not fill the warheads with shrapnel and detonate them in the flight path of a moving ship?

I make a definite statement in favor of lasers since they have an insane range - in thousands of kilometers (or even hundreds of kilometers in case beam scattering is that bad). I even made a gross error earlier (mere tens to hundred kilometers) in favour of missiles. Having read up on them I had to change my opinion (which it still is since I merely cite sources and don't list hard data).

You next best bet is a nuke which can do a proximity kill from a single kilometer distance.

Any kinetic weapon will need to achieve direct contact with the target - something that can't be done even in aerial combat today, where maneuvering is a lot easier since you have a medium to act against that facilitates sharp turns.

In space you can't even hide, so anything launched by you will be assuredly detected by the enemy - and they will act to counter it. Even a mild 0.01 g burn could put them outside the envelope of an unguided kinetic killer since there are at least hundreds of kilometers between ships.

Before I alredy mentioned c-fractional strikes as a valid method: shorter ranged particle beams and even shorter ranged rail and coil guns. The reason these are shorter ranged, is that they can only be a fraction as accurate as lasers with their c-fractional speed.

If you have a guided c-fractional weapon like the missiles in Honoverse, that's an entirely different game.
But to accelerate that much mass to that speed will likely take a reactionless drive, as doing it with any conventional means is likely prohibitively energy demanding.

I will grant you, that you could multiply the range of a rail or coil gun, by giving it some rudimentary seeking ability through some trick of controlling the projectile, but even then their effective range would be a fraction of lasers.

@Colonel: flak would only work against hapless fixed orbit targets, where your delivery mechanism can easily deposit the nasty into their path.

Any viable space platform would simply change course, and avoid the flak by a margin of hundreds of kilometers at least.

Finally a little math: if you scatter N-number of pellets (flak) in space, the number of pellets for any given unit of space will be (N*(pellet's facing surface in meters))/(4*R^2*pi) where R-is the distance from the explosion, and (4*R^2*pi) is the surface of an sphere with R-radius. If you use a meter long big pellets (quite unlikely, but for this thought experiment will do) for a mere kilometer this result in a staggering N*1/1256000. Ergo even for a thousand pellets there would be a whole kilometer between the pellets if you assume constant distribution.

If you use smaller pallets, the number will increase, but then you could use more pellets for the same mass.

A shaped charge could give you another boost, since it would blast most pellets into a small section of the sphere, let's say in a 1-degree arc (quite unlikely, but we're having fun). This means, that we need to cut a circular section out of the sphere to get the new surface value. That's quite complicated, but if we take the circle we cut the sphere with as an approximate result our error wouldn't be that big, and the surface of this circle will be actually smaller than the cut section of the sphere, so it would result in even greater pellet concentration.

So for 1-degree arc and 1 kilometer distance this area would be:
2*r^2*pi, where r-is the smallest side of a 0,5-degree Pythagorean triangle (note-once again I approximated).
r = sin(0,5 degree --we need radian)*1000 = 8.73
A = 2*8.73^2*3.14 = 478,61 m^2

So above eqution would look like:

N*(facing surface area)/479. No longer "so" bad. With a mere 500 pellets with 1-meter length, we can assure that for every meter of the impact area there will be a pellet. (We didn't take further spread from internal collisions in the mass of pellets into account).

Now let's take a distance of a 10 kilometers:
r=87.3
A=2*87.3^2*3.14=47861^2

N*(facing surface area)/47861. Umm...quite bad. Wow! A hundred fold increase. Now there is a single pellet for every hundred meters if we used 500 hundred pellets. Unless you're flying a leviathan, you're likely to be able to maneuver your ship into a hundred-meter-by-hundred-meter window.
At the distance of 20 kilometers there would be a single pellet for every four-hundred meters.

So to be effective, the kinetic flak weapon has to be awfully close to its target before exploding.
I will grant you, that this could be an alternative to a nuclear warhead on a missile - which also has a comparable 1 km proximity kill ability (for a megaton warhead).

The likely value would be even less, since internal collisions will scatter the pellets a lot more, and you can't build a shaped charge that would put all of the pellets into a 1-degree arc. So likely the result is hundreds of meters.

Compare this to the hundreds of kilometers (at least) of a laserhead, or the sure kill (by radiating the crew) of a nuke from the same distance.
Title: Re: Realistic Ship/Weapon Thread
Post by: Polpolion on February 22, 2008, 10:59:05 pm
How far into the future are we thinking about here? Like ~2350s only RL, not FS, or more of 2050, moon settling kinda stuff?
Title: Re: Realistic Ship/Weapon Thread
Post by: TrashMan on February 23, 2008, 07:18:57 am
I see no problem with runways..a visual aid for pilots (space is dark), extra volume to put stuff in or extra armor.
Title: Re: Realistic Ship/Weapon Thread
Post by: Flaser on February 23, 2008, 07:39:07 am
I see no problem with runways..a visual aid for pilots (space is dark), extra volume to put stuff in or extra armor.

Any ship worth its salt will have a competent radar and/or lidar array. Even more likely some sort of short range radio guidance system (like ILS today) would be used. Actually eyeballing any whatsoever approach is unlikely - you will need a computer to hold your hand all the way since you will be doing orbit adjustments all the time. Humans are incapable of doing that on their own (unless you're a Abh with a spacial sensor :P).

You will also need a sophisticated nav system that automatically tracks a number of stellar features (stars, a planet, the horizon whatever is handy and 'relatively' fixed) to get your bearing. Now comes the hard part: estimating your position. Today we need the help of our entire observation network on the ground to assist in this. In space you will need to make your own range and range-rate measurements. How do you measure how far you're from the sun? How about a planet? You radar signal may not return from the surface, the planet could be outside your radar range, you may not now the size or mass of the planet etc. etc.

It's far more complicated then you're led to believe in any game. When I took a course in space engineering I was amazed how intricate this whole thing is.
Title: Re: Realistic Ship/Weapon Thread
Post by: General Battuta on February 23, 2008, 10:34:05 am
Hmm, Flaser, your arguments are compelling and I'm impressed by the inclusion of some supporting math.

I'm convinced.