Sure, for at least the last two editions of the space rules each turn is 60 seconds long. That means that at bare minimum weapons that hit the turn they fire have to be able to hit their targets within 60 seconds. The gauss rifle has an effective range of 360km. That means that the gauss rifle has to reach 360km in 60s or 360km/60s=6km/s. That's very much a low end because it wouldn't actually be effective if it was that slow. Even a slow heavy fighter that can only accelerate at 4gs or so would have changed it's location and heading to much at that range to ever expect a hit.General Schatten wrote:Mind giving a source for 6km/s? How about explaining what these range squares mean if we're using game mechanics.RhoOmicronMu wrote:A 125kg gauss rifle slug travels 360Km in space within at least 60s low end 5*125kg*6000m/s^2=2,250mj. The lowest possible calc would be using the bear minimum hypersonic quotes from a few sources.
If you want it in game mechanics: a space hex is 18km long and a gauss rifle has an effective range of 20 hexes. 20*18km=360km
If Minovsky reactors can fit in a Junior Mobile Suit then they can scale down to about the same size as Battletech fusion reactors.SapphireFox wrote:
Of course they do. As I pointed out there low end calcs for laser damage, not reactor calcs.Your friends calcs leave out a few things that need to be mentioned for reactor calcs
Yes and no. Any non-fusion powered vehicle/mech, etc has to carry extra capacitors to use energy weapons and anything fusion powered does not. They're may be some charging, but a lot of it should be heat problems and aiming. The old Solaris VII dueling rules would give you a better less abstracted picture of actual firing rates.and I can not agree that that all the damage is being done over only a millisecond. Everything I have seen indicates that the damage would be done over a quarter of a second not a millisecond. which would bring it down to around to ~360-400 megawatt discharge. Not to mention that the power is coming from the CAPACITOR not the reactor directly. If the reactor was powering it directly at that power level then you could auto fire the weapon constantly.(within heat tolerances) This means that the charge must be built up to rather than judged from the discharge alone. This means it is pulling over several seconds reducing the demands on the reactor. We divide the output by the 3-4 seconds needed to get output means that the reactor is pushing in the 100 megawatt range to power the weapons.
None of that has been true since FASA published Aerotech 2 in 2000. Turns last 60 seconds and NACs are low kiloton weapons.PainRack wrote:Errr.... No. That's the ACCEPTED timeframe. The min time frame is 10 minutes, not 1.
The problems with BattleSpace calcs have been pointed out before. Its literally impossible to reconcile all the range possible. Remember, the NAC is a MT level weapon, yet, the nukes don't scale properly. And that's ignoring the nuke crit, which screws up all plausible scaling.
They had 75 line and mercenary mech regiments in 3025.Balrog wrote:Any one of the IS powers outnumbers them easily; IIRC the Lyrian Commonwealth had one of the smaller militaries before becoming part of FedCom, and they still had 60 Mech regiments.
The FedCom has something like 236 regiments and 8 battalions of line and mercenary mechs. The FWL has something like 72 regiments and 2 battalions of line and merc mechs. On that side of the Inner Sphere the local periphery powers have about 3 regiments and 2 battalions of line mech units. Numbers of line conventional and aerospace units are almost completely unknown.That's nearly seven thousand Mechs alone, never mind several times that number in armor, artillery, AeroSpace, etc. Even if Zeon started out with tens of thousands of Zakus, they simply don't have the means to transport them anywhere.
Call it something like at company of mechs per Inner Sphere world as militia/corporate security/noble forces. 15 conventional regiments per world seems to be about average with provincial capitols having something like 30-40 regiments and 80 regiments being the highest known example (3028 Tikinov).
That is silly. Long range mech weapons can hit out to line of sight (Tactical Operations) or target out to a max of 18km (Aerotech 2R, Strategic Operations), granted you have to stop dodging and brace an arm to have a chance to hit at that range. Most of the long range shots I've seen on the ground in Gundam have required the Mobile Suit to do the same.Stark wrote:And you're saying in a battle where BT mechs will be being destroyed, saturation fire will somehow win them battles? Is this saturation with 1-damage point LRMs?
In this time period the various nations are recovering from an almost post-apocalyptic setting. You expect them to have huge armies?I'm just glad all these threads exist so we can talk about how rubbish BT is. Less mechs than a colony society built in a decade? Apalling.
Before that, the Star League and it's member states had a decent level of militarization for a state that hadn't been at war for almost 200 years.