Shielding concept

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Simon_Jester
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Re: Shielding concept

Post by Simon_Jester »

Imperial528 wrote:Anyway, back to fiction:

The warships in-universe which this device would be applied to are in the multiple-mile length range, and are quite bulky. Adding even a centimeter of armor to the ship could add hundreds of tons of mass...
Heh.

100 square meters of armor per cubic meter of volume; if your armor is as dense as water (it's probably an order of magnitude heavier than that), to add a centimeter of plating to something a thousand meters long and, say, a hundred meters across... you're looking at over three thousand tons, even for a cylindrical hull. If you use dense metal armor (probably advisable), that could easily increase to thirty thousand.

I'm not sure you're factoring in just how big objects like that are, compared to even the most massive mobile constructs in real life (such as battleships and aircraft carriers).

For "multi-kilometer" warships, the weight burden is going to increase further, probably by orders of magnitude: a ship one kilometer in diameter and five kilometers long (probably more like what you have in mind) would gain over 150 thousand tons of mass from adding a centimeter of water ice to the hull as armor. And, once again, ice is lousy armor; you'll want something denser and therefore heavier, probably to the tune of a million tons per centimeter or more.

Of course, it beggars the imagination that the shield generators for something that size could fail to be extremely massive in their own right... To be quite honest, I think you need to step back and recalculate the mass of your ships. Otherwise you may end up suffering Weber Syndrome: the situation where the author's desire to bulk up his ships leaves him misstating figures. Weber himself published two or three novels in the same setting before some clever reader pointed out that his ships, using the published figures for size and tonnage, had roughly the density of cigarette smoke.
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Re: Shielding concept

Post by Imperial528 »

My idea was to use multiple generators, since that is a much more flexible arrangement in both combat and out.

As for my estimate, I was being conservative (As you can tell, too conservative), since I don't know the surface area of the ship in question, or the volume for that matter, and given it's shape it'd be very hard to calculate without the aid of a sophisticated program, and Sketchup is not sophisticated by any meaning of the word.

Now, not every surface would be armored of course, but I think it's safe to say that your estimates are well within a few orders of magnitude of the mass required. If you want to know what the ship looks like, I have made a thread about it in the art section.
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Re: Shielding concept

Post by Simon_Jester »

Imperial528 wrote:My idea was to use multiple generators, since that is a much more flexible arrangement in both combat and out.
How does that save on mass? Why would a hundred generators of small size weigh less than a single large one designed to provide the same coverage?
As for my estimate, I was being conservative (As you can tell, too conservative), since I don't know the surface area of the ship in question, or the volume for that matter, and given it's shape it'd be very hard to calculate without the aid of a sophisticated program, and Sketchup is not sophisticated by any meaning of the word.
You can get at least vague approximations knowing how long the ship is, knowing how wide it is, and so on. If the ship has any kind of simple geometric shape (box, cylinder, sphere), calculating the surface area, and thus the mass of armor required, is a matter of middle school geometry.

If the shape is complicated, then the mass of armor increases very rapidly, because you wind up with designs that have a great deal of surface area to armor per unit of internal volume.

In your case, I don't think you were being conservative; I think you forgot to do math.
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Re: Shielding concept

Post by sirocco »

Simon_Jester wrote:
Imperial528 wrote:Anyway, back to fiction:

The warships in-universe which this device would be applied to are in the multiple-mile length range, and are quite bulky. Adding even a centimeter of armor to the ship could add hundreds of tons of mass...
Heh.

100 square meters of armor per cubic meter of volume; if your armor is as dense as water (it's probably an order of magnitude heavier than that), to add a centimeter of plating to something a thousand meters long and, say, a hundred meters across... you're looking at over three thousand tons, even for a cylindrical hull. If you use dense metal armor (probably advisable), that could easily increase to thirty thousand.

I'm not sure you're factoring in just how big objects like that are, compared to even the most massive mobile constructs in real life (such as battleships and aircraft carriers).

For "multi-kilometer" warships, the weight burden is going to increase further, probably by orders of magnitude: a ship one kilometer in diameter and five kilometers long (probably more like what you have in mind) would gain over 150 thousand tons of mass from adding a centimeter of water ice to the hull as armor. And, once again, ice is lousy armor; you'll want something denser and therefore heavier, probably to the tune of a million tons per centimeter or more.

Of course, it beggars the imagination that the shield generators for something that size could fail to be extremely massive in their own right... To be quite honest, I think you need to step back and recalculate the mass of your ships. Otherwise you may end up suffering Weber Syndrome: the situation where the author's desire to bulk up his ships leaves him misstating figures. Weber himself published two or three novels in the same setting before some clever reader pointed out that his ships, using the published figures for size and tonnage, had roughly the density of cigarette smoke.
He can also use thin layers of armor around his ship, like stack of whipple shields made of different materials. If needed, plasma (I'd prefer aerogel but I don't know how good it is against kinetic impacts) could be held between 2 polarized layers and protect the most sensitive areas.

Still not the density of cigarette smoke but better than water ice :D
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Re: Shielding concept

Post by Imperial528 »

I think I'll just say we can agree to disagree on the subject of propellant.

As for my warship's size, well, the opposing faction's warships are even larger, and have obscene amounts of armor on them. I was speaking to one of the players in the RPG I have designed my ships for and he said his ships have a kilometer of armor (in thickness) or more, on a 15Km length ship.

How that thing moves is beyond me.
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Re: Shielding concept

Post by Purple »

Well taking from what you described I conclude that movement speed is really not that much of a priority for them. I mean, if I had to hazard a guess I would say that they rely on point defenses and armor instead of dodging.
But that is only a guess. How should I know.

This said, he is not the one with the largest ships in the RPG...


You should stop considering propellant as a major concern. Since most ships will not be using chemical rockets for drive. And our engine mechanics have newer been truly explained. (Nor does the GM ask them to be).
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Re: Shielding concept

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Sea Skimmer wrote:
Formless wrote:You mean the reaction mass. "Inert" and "propellant" are two words that never go together by definition. :P
Wow, just no you fail at that definition. When you’re going to nitpick you should at least try to be right you know. Propellant is a mass used to propel and object, nothing more nothing less. It very well can be inert, compressed CO2 is inert and will work fine as a propellant for example.
Ert... yes, you are right. :banghead: Chemically, you could use compressed gas and call it inert. However, a propellant does have to story energy one way or another, which is what I was thinking when I said that. If you rupture a tank of CO2, that gas is going to go somewhere in a hurry.
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Re: Shielding concept

Post by Isolder74 »

From what I see of the description of the enemy you are facing then you actually may want to focus more on effective, and cheap anti-armor weapons rather deflector shields. They might help but it seems more important to be able to punch through all that armor. Unless those shields make you practically invulnerable to his weapons allowing the time to shoot through their defenses then having them isn't going to be much use other then a type of regenerating armor.
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Re: Shielding concept

Post by Purple »

My guess is that the issues are with ammunition storage, generators and stuff like that.

I mean, taking by the square cube law. If the dimensions of the ship raise by a factor of N, the internal volume (and hence space for stuff) rises by a factor of N^3 and the surface area (hence the space where the guns are going to be) raises by a factor of N^2.

A ship only as large to fit one gun might be prohibitively small for stuff like ammunition allowance.

So a starship 2 times the size of his would be able to carry 4 times as many weapons and 8 times as much ammunition, fuel or troops. It would also take 8 times as much armor to give it equal protection but shields might remove this problem.
My guess is that this is why he went with shields in the first place.
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Re: Shielding concept

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I think you're misapplying the square-cube law. Armor mass scales with surface area, not volume (this is one of the arguments for massive designs; putting a meter of armor on a 500 meter object takes up a much smaller relative fraction of its mass and volume than putting the same meter of armor on a 50 meter object). However, the disadvantage is that you lose tactical flexibility: one giant ship can only be in one place at one time. If the little bitty weapons you have dotted all over the surface of your giant hypertransturbosuperdreadnought are powerful enough to stand a chance of damaging the ships you're fighting, you might very well be better served by a swarm of individually smaller craft. Especially if the enemy is doing the same thing you are.

Yes, these ships won't carry as much fuel or troops, but dedicated troopships are a different mission role, and if fuel were a major proportion of the ship's volume we'd be back to questions of propulsion and exactly how much of that fuel is on board purely to allow a ship of such improbable bulk to move around.

If you're routinely fighting enormous ships with armor so thick it takes megaton-range weapons just to make appreciable dents in it, there is NO logical reason why your antiship weapons should be so small. Or, given that they are so small, why they should be mounted on a such a large platform.
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Re: Shielding concept

Post by Wyrm »

Destructionator XIII wrote:
Imperial528 wrote:In a single launch, yes, preparing the vehicle (or in first-launch cases, assembly, design, construction, etc.) is more expensive than the propellant itself, over many launches (or just one or two large ones) the costs for propellant become enormous.
That's simply not true.

Filling up the ET at today's prices costs, I estimate, somewhere around a $1.10 / kg. (figured by getting the average price of LH2 and LOX, multiplying them by the ratios, adding it together, then dividing by total mass) Liquid hydrogen is quite expensive today, but it a smaller fraction of the total mass. In theory, LH2 could become substantially cheaper.

Anyway, multiply it back out by the total mass, and you get ~$800,000 to fill up the ET. How much does a shuttle launch cost in total? Wikipedia <http://en.wikipedia.org/wiki/Space_Shuttle_program> says $1.3 billion. The propellant is much less than 1% of the total. It gives the marginal cost at $60 million. That makes it 1.3% of the total.
That's only the direct cost of the propellant. You ignore the indirect cost of that propellant. Specifically, you're ignoring the fact that having 85% propellant fraction means that all the performance of the spacecraft has to be crammed into the remaining 15% of that spacecraft mass. And such a large performance you're asking of it! That includes building a propellant tank that can both contain the 85% propellant fraction under acceleration, building the engines that will burn that 85% propellant fraction in a few hours of actual running time (most of which will be burnt within minutes of liftoff), a structure that will bear the entire weight of the rocket under the accelerations you require, and the payload (crew, cargo, life-support, ect).

Add to this that the "reusability" of current rockets is a complete joke. Current chemical rocket engines get a few hours at best before they are burnt out and need an overhaul (the STS main engines needed one after practically every flight), and it's not to hard to see why. These engines are powerful for their weight, but at the sacrifice of not being as durable. Your Lamborghini would quickly bankrupt you if you had to rebuild its engine with practically every trip. Same story with the spaceframe — the spaceframe of a throwaway rocket is simply not designed for multiple flights, so it can be designed lightly. A reusable spaceframe would be heavier to stand up to the stresses longer, reducing payload capacity.

And then there's the tanks. Most liquid propellants are on the order of water in density, which is itself not all that dense compared to stuff we actually build with. That means that the 85% propellant fraction translates into an even larger share of the volume of the spacecraft. And, of course, that tank must bear both its own weight and the weight of the propellant against the spacecraft's acceleration. The square-cube law means that there is a limit to how big a single tank, made of a given material undergoing a given acceleration containing a given propellant, can become before the point of diminishing returns is passed.

Let's not forget that most good propellants are truly nasty chemicals, like "eat their way through steel" nasty. Those require special materials and high quality assurance to contain. Also, they're not going to be produced in space, so the true cost of such propellant is compounded by the cost of a rocket that can lift it into orbit. Even those propellants that are not caustic, or toxic, that can be produced in space (basically LH/LOX) are cryogenic, which requires tanks that are able to withstand flight stresses while very cold — which reduces elasticity and therefore toughness, requiring more material and a bigger hit on the mass penalty.

The mass penalty and performance demands of rocketry conspires with its reduced consumer base to support a larger fixed cost of development to produce a rocket that is very expensive by any measure. Yes, most of the money you sink into the spacecraft is absorbed by the spacecraft itself, but the reason why you are sinking so much money into that spacecraft is because such a large fraction of it is propellant. It only gets worse as the mass fraction for propellant increases: a 99% propellant mass means that the remaining 1% has to be made out of absolutely kick-ass materials and take godlike engineering, which of course causes the cost of your rocket to shoot up (haw!).
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Re: Shielding concept

Post by Junghalli »

keen320 wrote:I think if you don't have a much more efficient launch system and engine than a chemical rocket, your not going to be fighting wars with your spaceships. If nothing else (and there is a lot else) 85% fuel makes your ship a flying bomb just waiting to go off.
If your setting is a cluster of habitats in orbit of a planet chemical rockets should do fairly well without very large fuel to mass ratios. Your ships are already in orbit and just need to adjust it a little to move from habitat to habitat. A geostationary transfer orbit, for instance, according to this, is typically less than 2 km/s. Orbital velocity from Earth's surface on the other hand is a little less than 8 km/s (by the Atomic Rocket mission table). A hydrogen-oxygen rocket, for instance, would have to be about 45% fuel for a one way geostationary transfer orbit, vs a 5/1 fuel to everything else ratio for getting to orbit from Earth's surface. And a geostationary transfer orbit is probably quite a big orbit change compared to what you'd need to get between close habitats. I'm reading The Prefect right now and IIRC the Glitter Band in Alastair Reynolds's Revelation Space universe is such a setting.

Also, chemical rocket fuel only needs to be volatile when the oxidizer is combined with the fuel, so some clever engineering could probably reduce the "flying bomb" problem. Most obviously, put the fuel and oxidizer tanks at some distance from each other.
Of course, more efficient engines are often just as much handwavium in sci-fi as shields.
They're hardly equivalent postulation though; there are plenty of theoretical engines that are much more fuel efficient than chemical rockets and vastly more plausible than sci fi type shields.
Destructionator XIII wrote:Yeah, I know. (there's a reason rocket engineering is well know as being hard!) I'm only taking offense to the "mass is fuel. And fuel is money." line.
Also, something to keep in mind: some of the associated problems with a large fuel fraction are reduced if your ships only need to operate in space:

1) Since you don't have to worry about having enough thrust to climb off the surface your engines can be low thrust. This means you ship doesn't need to take as much structural strain. You'd probably want a warship to be fairly hardy but a civilian pure-space craft might be able to get away with having structural components that would crumble under their own weight in Earth gravity - because it'll never need to take more than a small fraction of 1 G. This reduces the problems associated with high volume fuel tanks, since they can be large but relatively flimsy.

2) Your ship doesn't need any streamlining, which generally makes things easier because it opens up a huge variety of possible shapes that aren't practical in atmosphere. Your huge tanks can be spheres instead of less efficient (in terms of surface to volume ratio) cylinders. If you have an engine that gives off nasty radiation you can put at the end of a long boom and rely on distance and the inverse square law to reduce the amount of shielding you need. Etc.
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Re: Shielding concept

Post by Purple »

Simon_Jester wrote:I think you're misapplying the square-cube law. Armor mass scales with surface area, not volume (this is one of the arguments for massive designs; putting a meter of armor on a 500 meter object takes up a much smaller relative fraction of its mass and volume than putting the same meter of armor on a 50 meter object).
I was under the impression that since the volume of the ship rises proportionally, so the volume available for the armor would rise by the same factor. Of course, the required tonnage of armor to achieve the same effect would also rise.

Actually, when I think of it I will have to run some numbers...
But to me it seems that the required tonnage rises by the square while the protection rises linearly.
That is why I figured he was going for shields.

However, the disadvantage is that you lose tactical flexibility: one giant ship can only be in one place at one time. If the little bitty weapons you have dotted all over the surface of your giant hypertransturbosuperdreadnought are powerful enough to stand a chance of damaging the ships you're fighting, you might very well be better served by a swarm of individually smaller craft. Especially if the enemy is doing the same thing you are.
On the other hand, the decreased volume will mean a decrees in ammunition allowance.
And since I am in the same RPG, I can confirm that the shells are not exactly small. (we are talking some things like cylinders 10 meters in diameter.)
Destructionator XIII wrote:You don't necessarily have to armor the whole surface area of the small ships, either. Imagine a ship with just one armored side, let's call it FRONT TOWARD ENEMY for laughs, and the other five sides have other shit. (guns, engines, lighter armor, whatever)
But does that not fall apart if your opponent has guided weapons?
Destructionator XIII wrote:Now, if you lose a section of armor, you just rotate the damaged ship out of formation and put a fresh one in to plug the hole. A ship runs out of ammo? Rotate it out into armor duty or something. If the enemy moves and you don't need to armor one side, you can re-organize your fleet to any new geometry for maximum killing.


It is like an ancient army standing with their shields together, but in 3d spaaaaaace.
And than someone pulls a Nelson on him, closes in into a mele and renders his strategy ineffective.

BTW. I am watching this thread as we are in the same RPG and any lessons you give him apply to me as well. So call it intelligence gathering.
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You win. There, I have said it.

Now there is only one thing left to do. Let us see if I can sum up the strength needed to end things once and for all.
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Re: Shielding concept

Post by Junghalli »

Purple wrote:I was under the impression that since the volume of the ship rises proportionally, so the volume available for the armor would rise by the same factor. Of course, the required tonnage of armor to achieve the same effect would also rise.
Volume tends to increase faster than surface area. Take a sphere for instance, as the radius doubles surface area increases by 4X but volume increases by 8X. A sphere with 10X the radius has 100X the surface area and 1000X the volume.
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Re: Shielding concept

Post by Purple »

Junghalli wrote:Volume tends to increase faster than surface area. Take a sphere for instance, as the radius doubles surface area increases by 4X but volume increases by 8X. A sphere with 10X the radius has 100X the surface area and 1000X the volume.
Hence:
Purple wrote:Actually, when I think of it I will have to run some numbers...
But to me it seems that the required tonnage rises by the square while the protection rises linearly.
That is why I figured he was going for shields.
In the same post as well.

Or in other words, the thickens or armor rises with the thickens of the ship, but the required amount rises in both dimensions. Or is that 3 dimensions? It's a bit late and my brain is fuzzy.
It has become clear to me in the previous days that any attempts at reconciliation and explanation with the community here has failed. I have tried my best. I really have. I pored my heart out trying. But it was all for nothing.

You win. There, I have said it.

Now there is only one thing left to do. Let us see if I can sum up the strength needed to end things once and for all.
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Re: Shielding concept

Post by Junghalli »

Purple wrote:Or in other words, the thickens or armor rises with the thickens of the ship, but the required amount rises in both dimensions. Or is that 3 dimensions? It's a bit late and my brain is fuzzy.
Why should a bigger ship necessarily require thicker armor?
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Re: Shielding concept

Post by Imperial528 »

Simon_Jester wrote:How does that save on mass? Why would a hundred generators of small size weigh less than a single large one designed to provide the same coverage?
It saves more on efficiency, since during combat one could chose to only activate the generators which cover areas which are directly threatened, and the power which is not spent on the generators that are not being threatened can be used to further reinforce the generators which are. If you have one large generator, you cannot choose to reinforce areas which are more threatened than others, and if that single generator overheats or fails, you've lost all protection rather than just one of many generators. Where in the case of many generators, if one fails the neighboring generators could be extended to cover as much of the area as possible.

You can get at least vague approximations knowing how long the ship is, knowing how wide it is, and so on. If the ship has any kind of simple geometric shape (box, cylinder, sphere), calculating the surface area, and thus the mass of armor required, is a matter of middle school geometry.

If the shape is complicated, then the mass of armor increases very rapidly, because you wind up with designs that have a great deal of surface area to armor per unit of internal volume.

In your case, I don't think you were being conservative; I think you forgot to do math.
I did not forget to do the math, I simply did not do it. If I can't get an exact figure, I usually go for a low guess rather than make calculations based on a shape which the ship is not even close too.
Destructionator XIII wrote: What advantage does the large size offer in fighting that beast? I looked at the pictures in the other thread, and while you have something that's kick ass cool looking, it also looks like something that could be broken up into several smaller ships.

There's no one gun that requires the large size; it is a bunch of little ones. If you built hundreds of little ships instead of one monster ship, you'd get the same firepower, but in a more versatile package.

Of course, if you have power generators that can't be scaled down or something, that can justify the size. Or maybe an interplanetary death beam :)
Well, the problem would be my propulsion methods. All of my large ships use ion engines for primary propulsion, and the only way to increase the acceleration of an ion thruster is to either send out more ions at once or send out the same amount with much greater force. Both of those require more energy, which would require a larger reactor, and one of them also requires more space for fuel storage. A smaller ship would be faced with more difficulty in solving those problems.

Ammunition isn't as much of a problem since the heavy weapons are laser and particle weapons, and any actual warheads use handwavium to make them rather small.
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Re: Shielding concept

Post by GrandMasterTerwynn »

Destructionator XIII wrote:Of course, if you have power generators that can't be scaled down or something, that can justify the size. Or maybe an interplanetary death beam :)
That. An excellent justification for a multi-kilometer long ship is to house the one kilometer wide electron accelerator ring needed for a FEL that shoots x-ray lasers. And a x-ray laser is the sort of thing which can be stupidly lethal out to tens of millions of kilometers of range. Mind you, at those ranges, targeting is more like divination since the laser itself is going to take many, many seconds to reach its destination.

That, or somebody is playing with antimatter and is trying to solve the problem of irradiating the ship's crew with gamma rays via lots of distance between the engineering section and the crew compartment.
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Re: Shielding concept

Post by Formless »

GrandMasterTerwynn wrote:
Destructionator XIII wrote:Of course, if you have power generators that can't be scaled down or something, that can justify the size. Or maybe an interplanetary death beam :)
That. An excellent justification for a multi-kilometer long ship is to house the one kilometer wide electron accelerator ring needed for a FEL that shoots x-ray lasers. And a x-ray laser is the sort of thing which can be stupidly lethal out to tens of millions of kilometers of range. Mind you, at those ranges, targeting is more like divination since the laser itself is going to take many, many seconds to reach its destination.
Actually, according to Atomic Rockets "conventional weapons" page (if you can call this thing a conventional weapon!), an X-ray spectrum FEL could theoretically mission kill stuff out to light hours with ionizing radiation. Now that's what I call sniping! 8)
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Re: Shielding concept

Post by Simon_Jester »

Destructionator XIII wrote:You don't necessarily have to armor the whole surface area of the small ships, either. Imagine a ship with just one armored side, let's call it FRONT TOWARD ENEMY for laughs, and the other five sides have other shit. (guns, engines, lighter armor, whatever)

Now, take that swarm and have it build a virtual super-ship on demand. To do that, they take up a formation with FRONT TOWARD ENEMY pointing wherever you need armor. Your other sides are undefended, but you can trust your fleet buddies to cover it for you.
I came up with one of these once: a spinal armament design with very heavy bow armor and relatively minimal flanking protection. Darkevilme was good enough to put together some 3D models; maybe I should post the images over in the Artwork forum some time, if he hasn't already.

Of course, those ships are designed to operate in fleets along with more conventional "box with uniform protection and turrets" designs, along with parasite carriers. The problem with the kind of design you describe is essentially the same one that ancient warriors with shield walls had: it's static. You can't maneuver any element of the fleet without exposing it (and possibly the ships it's covering) to enemy fire. Even if you design your ships with engines pointing every which way so that they can sidestep, move forward, and back up at will, the relative configuration of the fleet is fixed. Any attempt to realign the fleet to face a new configuration of forces will take a lot of time.

And to make matters worse, a highly directional ship doesn't fight well alone. Its effectiveness (like that of the Greek phalangite) drops off rapidly as the number of ships in the formation drops.
Purple wrote:
Simon_Jester wrote:I think you're misapplying the square-cube law. Armor mass scales with surface area, not volume (this is one of the arguments for massive designs; putting a meter of armor on a 500 meter object takes up a much smaller relative fraction of its mass and volume than putting the same meter of armor on a 50 meter object).
I was under the impression that since the volume of the ship rises proportionally, so the volume available for the armor would rise by the same factor. Of course, the required tonnage of armor to achieve the same effect would also rise.

Actually, when I think of it I will have to run some numbers...
But to me it seems that the required tonnage rises by the square while the protection rises linearly.
OK. Stop and think.

Pretend for a moment that you are a giant purple cube, under attack by the Enemies of Purple. Pretend that you have a side length of one meter, and need armor five centimeters thick to render yourself immune to the enemy's attack.

You have six square meters of surface area: one meter squared on each of six surfaces. To armor all this area, you need plates six square meters in area and five centimeters thick, for a volume of 0.300 cubic meters.

Now suppose that your cube doubles in size: your side length is two meters, and your surface area is now 24 square meters: six surfaces, each with four square meters of area. You now need 24 square meters of armor... but the armor still only needs to be five centimeters thick.

Therefore, the volume of armor increases from (0.05*6) to (0.05*24): you need 1.20 cubic meters of armor.

But look what happened. As you kept armor thickness constant, while doubling length, width, and height, the volume of the cube increased by a factor of eight (with the cube of the length). The volume of the armor (and therefore the mass) increased by only a factor of four (with the square of the length).

Thus, as the cube grows larger, the relative percentage of its mass devoted to the five-centimeter armor plating will decrease towards zero. For a cube the size of a planet, the mass penalty of five centimeters of armor would be utterly insignificant assuming there's anything inside the armor.
However, the disadvantage is that you lose tactical flexibility: one giant ship can only be in one place at one time. If the little bitty weapons you have dotted all over the surface of your giant hypertransturbosuperdreadnought are powerful enough to stand a chance of damaging the ships you're fighting, you might very well be better served by a swarm of individually smaller craft. Especially if the enemy is doing the same thing you are.
On the other hand, the decreased volume will mean a decrees in ammunition allowance.
And since I am in the same RPG, I can confirm that the shells are not exactly small. (we are talking some things like cylinders 10 meters in diameter.)
An artillery shell ten meters in diameter is small compared to a ship several kilometers long. Moreover, if the weapon is the same general shape as 20th century artillery, it implies a weapon that should be quite noticeable in size compared to the kilometer-long ship: say, barrel lengths on the order of hundreds of meters.

Also, there's an added disadvantage to making a large percentage of the volume of your ship ammunition storage: the risk of a disabling magazine hit. If the enemy stands a credible chance of penetrating your armor in the opening stages of a battle, and if they're hitting you with such a large number of weapons, the probability of a lucky magazine hit approaches one. And then the ship blows up very quickly, assuming the ammunition is volatile.

Whereas no lucky shot could possibly destroy all of a small fleet.

It's entirely possible that a fleet of 300-meter warships that shot their magazines dry in short order (think of them as like ballistic missile subs) would be more efficient, depending on the hit probability of the shells and how increased target area affects hit probability and effective range.
Destructionator XIII wrote:But does that not fall apart if your opponent has guided weapons?
It depends on the weapon. If you're fighting someone who fires slow-moving nuclear torpedoes with Casaba Howitzer shaped nuclear warheads, it just might; if you're fighting against relativistic hypervelocity missiles, it won't, because the missile won't be able to attack the side of your ship effectively at typical engagement speeds: it can't do a small-radius ninety degree turn and stab into the flank of your ship at will.
Imperial528 wrote:
Simon_Jester wrote:How does that save on mass? Why would a hundred generators of small size weigh less than a single large one designed to provide the same coverage?
It saves more on efficiency, since during combat one could chose to only activate the generators which cover areas which are directly threatened, and the power which is not spent on the generators that are not being threatened can be used to further reinforce the generators which are. If you have one large generator, you cannot choose to reinforce areas which are more threatened than others, and if that single generator overheats or fails, you've lost all protection rather than just one of many generators. Where in the case of many generators, if one fails the neighboring generators could be extended to cover as much of the area as possible.
That depends on detailed assumptions of how shields work. For example, imagine if every generator produced an elliptical bubble of size and shape determined by the fixed design of the generator. In that case, one generator would be as good as any other, no generator could be "focused" to protect against fire from a single target, and the only advantage of using a horde of small ones is redundancy: making the ship immune to "golden BB" attacks and forcing you to wear down its defenses by attrition.

On the other hand, you're most likely wasting internal volume and possibly a certain amount of power to get that redundancy, and you can't put all the generators under the ship's best internal armor. So in that case it wouldn't be worth it.

On the other hand, if you use shield "panels," generated to form an interlocking network around the hull, the situation is totally different. And that seems to be what you're doing.
I did not forget to do the math, I simply did not do it. If I can't get an exact figure, I usually go for a low guess rather than make calculations based on a shape which the ship is not even close too.
Your ship is much, much closer to a big rectangular box thousands of meters long than it is to a complicated-geometry object hundreds of meters long... because it is thousands of meters long. This should not be ignored; the scale you have stated for the ship has major implications for what goes on inside it.*

Trust me, it is much easier to think intelligently about these problems when one is not afraid to make educated guesses about mass and volume by doing rough calculations, as opposed to less informed guesses such as "hundreds" in a context where "tens of thousands" would be more appropriate.

*One notable example that is often ignored: it takes hours to walk from one end to the other...
Well, the problem would be my propulsion methods. All of my large ships use ion engines for primary propulsion, and the only way to increase the acceleration of an ion thruster is to either send out more ions at once or send out the same amount with much greater force. Both of those require more energy, which would require a larger reactor, and one of them also requires more space for fuel storage. A smaller ship would be faced with more difficulty in solving those problems.
So why don't the ships have ginormous engines, then? And why doesn't engine size scale with mass?

I mean, sure your giant superhyperdreadnought spends 50% of its internal volume on engines. But if you made the ship half the size, why wouldn't it still spend 50% of its volume on (smaller) engines? In which case you'd have the same total tonnage with the same total firepower.
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Re: Shielding concept

Post by Imperial528 »

Compared to my other ships, it has absolutely gigantic engines. And while they are by technicality ion thrusters, there is wandwavuim there as well.

As for smaller ships...

In-universe, smaller ships get destroyed by guided weapons or crossfire before they can start praying to their various deities.

The way my shielding works is through electromagnetism, so I can make the shield larger by pumping more power to it, so a grid makes much more sense than a single generator, especially if I had to launch a fighter or shuttle but could not afford to lower all shielding.
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Re: Shielding concept

Post by Simon_Jester »

Imperial528 wrote:In-universe, smaller ships get destroyed by guided weapons or crossfire before they can start praying to their various deities.
Why is there not an intermediate size?

Consider: can these ships withstand sustained fire from their own main battery? If not, why build such a large ship that will be killed so quickly, when a smaller ship would suffice and present the enemy with a smaller target? Remember that "smaller" does not mean "tiny;" it might mean "only five hundred meters long."

In that case, your massive behemoths are inefficient because they represent too much investment for too little survivability, just as no one in the modern world would build a 150000 ton submarine to launch 200 ballistic missiles when they could build ten 15000 ton submarines to launch 20 missiles each.

On the other hand, if these ships can withstand sustained fire from their own main battery, would it not be logical to carry smaller numbers of larger guns that will be more effective at punching deep into the structure of enemy battleships and blowing them apart?

In that case, your massive behemoths are inefficient because they do not carry firepower suitable for defeating opponents of their own class. They could be made more efficient by the addition of larger weapons. As it stands, they're the equivalent of WWII battleships armed with no guns larger than 5" caliber: a joke.

Historically, the limiting factors on gun size mounted on ships were:
-Ability to produce larger guns (no one ever worked out how to make 24" naval artillery practical)
-Limits on practical hull size (even if you had a practical 24" gun, you'd need a bigger hull than anything ever built to put it on)
-Accuracy (if your hit rate is 3%, as was the case for World War era naval gunfire, and if you mount only one or two guns, your ship is never going to hit anything because it lacks the volume of fire to use ranging shots to judge where the target is).

Do any of these factors apply in your case?

If your guns are effective against enemy ships of equal tonnage but wildly inaccurate, then obviously you need a lot of them to score reliable kills... but in that case, you also want to minimize the target profile you present to the enemy's wildly inaccurate fire. Which doesn't seem to be reflected in your design.

If you lack the ability to build larger guns that would explain everything... but this is clearly a civilization very familiar with megascale construction, so that doesn't seem likely to me.

If you lack the ability to build a hull large enough to mount a larger gun... well, that's obviously not true.
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Re: Shielding concept

Post by Purple »

Destructionator XIII wrote:On accuracy: I read somewhere (citation needed take with salt) that the accuracy wasn't so much due to poor technology but because they wanted the enemy's hit chances to be low too, so they'd engage at the biggest possible range where they had a chance of hitting.

So it wasn't "we have this tech and want this range, so we get this hit percent" but rather "we have this tech and want this hit percent, because it makes kills and survival both possible, so we start shooting at X range and are happy to stay out there".

I imagine something like that might apply in space war too.
That is mostly what happens. However take the mentioned shells for example. The 10m in diameter, 20 meters long shells are guided, capable of short range high speed turning and capable of accelerating to a fair fraction of C unaided within a reasonably short time. They also have 7.5 Gigatons worth of explosives in them. They use the kinetic energy and a high density penetrator to punch through armor and detonate inside a ship.

Meanwhile, the ships firing it tend to take low teraton level firepower to bring down.
So they tend to instant gib smaller ships and cause structural damage (to weapons, sensors, and other external equipment) on larger ones.
Simon_Jester wrote:Consider: can these ships withstand sustained fire from their own main battery? If not, why build such a large ship that will be killed so quickly, when a smaller ship would suffice and present the enemy with a smaller target? Remember that "smaller" does not mean "tiny;" it might mean "only five hundred meters long."
Can this be said for modern ships?
Can a modern Kirov class Missile Cruiser take several hits from it's own missiles?
If yes, why did they not build gunboats with a single missile mounting? And if no, why did they not make even huger missiles?

Weapons become larger the stronger they grow. Ammunition and fuel/coolant for them takes up more and more space etc.
And in universe, ships range from really, really small craft the size of star wars starfighters to 800km long leviathans. And even within the same size range we have huge variations in protection. A warship has to be reliably capable of engaging multiple types of targets.

Also, not all weapons apply damage the same way. An armor type might be extremely protective against lasers or particle beams but weaker against kinetic penetrators. As a rule of thumb, each side in the RPG knows it's own weapons best and hence the armor of its ships is strongest against those types of weapons. Fallowed closely against the weapons of their worst adversaries.

Hence our projectiles tend to be overkill on smaller ships, and use force of numbers to overwhelm the protection of larger ones.
The guidance and speed of the shells makes them able to hit smaller ships without problem.
On the other hand, if these ships can withstand sustained fire from their own main battery, would it not be logical to carry smaller numbers of larger guns that will be more effective at punching deep into the structure of enemy battleships and blowing them apart?
In some sense yes. But that would consume valuable space for ammunition and/or supporting equipment. And since the main batteries of many warships tend to double as overkill point defense larger shells are easier to destroy. And having a smaller number of guns means you can engage a smaller number of targets. Thus leaving you open to swarm attacks by smaller craft.
In that case, your massive behemoths are inefficient because they do not carry firepower suitable for defeating opponents of their own class. They could be made more efficient by the addition of larger weapons. As it stands, they're the equivalent of WWII battleships armed with no guns larger than 5" caliber: a joke.
Your comparison does not really fit our universe.
If anything, our warships tend to resemble pre dreadnought navies.
Each ship has to be capable of engaging multiple types of targets at any given time and using their main batteries for anything from precision planetary bombardment to makeshift point defense to taking on huge enemy warships.

The largest ship we ever had was an eldar craftworld and the smallest was a starfighter the size of an X-wing.

The weapons hence have to either be composed of different types for different targets or be in a middling range. Not being too much overkill for smaller ships (and hence larger and slower and having a hard time hitting them) and not too small to damage the huge ships.

Also, in space a lot of smaller projectiles have the advantage of putting more rounds out there makes it harder for the enemy to take down with point defenses.
Do any of these factors apply in your case?
Well, we do have problems with ship sizes.
And point defenses tend to threaten larger shells.
And the capacity to engage many targets at once or single huge targets makes shells more versatile as weapons.
It has become clear to me in the previous days that any attempts at reconciliation and explanation with the community here has failed. I have tried my best. I really have. I pored my heart out trying. But it was all for nothing.

You win. There, I have said it.

Now there is only one thing left to do. Let us see if I can sum up the strength needed to end things once and for all.
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Re: Shielding concept

Post by Simon_Jester »

Destructionator XIII wrote:On accuracy: I read somewhere (citation needed take with salt) that the accuracy wasn't so much due to poor technology but because they wanted the enemy's hit chances to be low too, so they'd engage at the biggest possible range where they had a chance of hitting.

So it wasn't "we have this tech and want this range, so we get this hit percent" but rather "we have this tech and want this hit percent, because it makes kills and survival both possible, so we start shooting at X range and are happy to stay out there".

I imagine something like that might apply in space war too.
Oh, that could very easily be true. It certainly was during the World Wars: battleships could have closed to a range of a few thousand yards (at which distance a battleship is fucking huge; you literally can't miss). But that would, as you say, be suicide range.

The problem is that once you commit yourself to tactics that give you a low hit rate, you do need a certain amount of massed fire in order to recover an acceptable amount of damage inflicted on the target. This is one reason why ship concepts like "light battlecruiser with single 18-inch guns" never got off the ground; if the volume of fire drops too low, the time it takes to inflict a kill at extreme range drops toward zero.

Of course, in a space battle "extreme range" is a more flexible concept. For any given range, you can always find a compromise point between probability of a kill and probability of being killed, but unless you have significantly superior weapons, you must still accept that the enemy's chance of killing you is comparable to your chance of killing them unless you have much superior volume of fire with which to make up for poor accuracy.
Purple wrote:That is mostly what happens. However take the mentioned shells for example. The 10m in diameter, 20 meters long shells are guided, capable of short range high speed turning and capable of accelerating to a fair fraction of C unaided within a reasonably short time. They also have 7.5 Gigatons worth of explosives in them. They use the kinetic energy and a high density penetrator to punch through armor and detonate inside a ship.

Meanwhile, the ships firing it tend to take low teraton level firepower to bring down.
So they tend to instant gib smaller ships and cause structural damage (to weapons, sensors, and other external equipment) on larger ones.
Ah, I see, these are missile ships not gun ships. That aside:

How many of these weapons do they throw in a broadside? If the answer is "hundreds because we have hundreds of guns," then we run into the earlier problem that this thing is like a battleship armed entirely with 5" guns: each individual shot has a negligible chance of killing the target even on a direct hit and you're making up for it with volume of fire.

Since the problem obviously isn't your ability to fit bigger launchers into the hull, I would think it would make sense to build larger "anticapital" missiles, at least up to some point.
Can this be said for modern ships?
Can a modern Kirov class Missile Cruiser take several hits from it's own missiles?
If yes, why did they not build gunboats with a single missile mounting? And if no, why did they not make even huger missiles?
Since the answer to the second question is "not necessarily," that addresses the issue right there.

Scaling up the missiles for increased antiship firepower won't help them, because each individual missile is already a credible threat to a ship of its opposing class. One antiship missile hit can do enough damage to put a major dent in the operations of an opposing ship, and might well destroy it, even if that ship is large (like the Kirov).

Historical battleships mounted 16" guns that, again, could penetrate the armor belt of an opposing warship.

Why do your dreadnoughts not mount such weapons, and instead mount enormous numbers of weapons that are apparently incapable of punching through to the enemy's core hull and causing critical damage?
Weapons become larger the stronger they grow. Ammunition and fuel/coolant for them takes up more and more space etc.
And with your leviathans you very, very clearly have that size. I find it highly counterintuitive that an optimal design would feature hundreds upon hundreds of weapons that are "light" relative to the durability of a ship in its own class, while mounting no weapons that are "heavy" relative to the durability of a ship of its own class. It's not as if the Kirovs carry so many missiles because they need to score dozens of hits to knock out an opponent, after all.
Hence our projectiles tend to be overkill on smaller ships, and use force of numbers to overwhelm the protection of larger ones.
The guidance and speed of the shells makes them able to hit smaller ships without problem.
So you have effectively 100% hit probability against ships of all sizes, regardless of combat range? In that case, I'd think the logical response would be to increase payload at the expense of guidance equipment for dedicated "anticapital" munitions. A shell or missile that has 100% accuracy against a target 100 meters long is overkill against a target 10000 meters long.
On the other hand, if these ships can withstand sustained fire from their own main battery, would it not be logical to carry smaller numbers of larger guns that will be more effective at punching deep into the structure of enemy battleships and blowing them apart?
In some sense yes. But that would consume valuable space for ammunition and/or supporting equipment.
Yes, you would lose ammunition space: you would be trading, say, two shells that can't penetrate the enemy's armor belt for one that can.

WWII battleships could easily carry something like... I don't know, twenty times more 5" shells than 16" shells in a given magazine. That wouldn't justify replacing the 16" guns with a dozen 5" guns apiece.

It sounds like your design paradigm is just itching for the Dreadnought Revolution here...
And since the main batteries of many warships tend to double as overkill point defense larger shells are easier to destroy. And having a smaller number of guns means you can engage a smaller number of targets. Thus leaving you open to swarm attacks by smaller craft.
But your main battery weapons, just as they are ludicrous underkill against enemy capital units, are ludicrous overkill against enemy missiles and fighters.

Perhaps a better analogy would be a pre-dreadnought battleship armed only with 6" guns. When I ask "why do you have no 12" guns?" you say "They would reduce our volume of fire!" And when I ask "why do you have no 3" guns?" you say "They would reduce our firepower!"

The problem is that you've chosen a compromise position that offers you neither high firepower per shot nor high volume of fire. Instead you have weapons that are inefficiently small for fighting large targets (because of the ridiculous volume of fire you need to score kills) and inefficiently large for fighting small targets (because they take up more space and presumably fire more slowly than smaller weapons that would serve equally well to swat fighters would).
In that case, your massive behemoths are inefficient because they do not carry firepower suitable for defeating opponents of their own class. They could be made more efficient by the addition of larger weapons. As it stands, they're the equivalent of WWII battleships armed with no guns larger than 5" caliber: a joke.
Your comparison does not really fit our universe.
If anything, our warships tend to resemble pre dreadnought navies.
Predreadnoughts had big guns for engaging enemies of their own class. You don't.
Also, in space a lot of smaller projectiles have the advantage of putting more rounds out there makes it harder for the enemy to take down with point defenses.
What does doubling your probability of getting the round through the target's point defense get you if you halve the probability of killing the target with a successful hit?
Do any of these factors apply in your case?
Well, we do have problems with ship sizes.
And point defenses tend to threaten larger shells.
And the capacity to engage many targets at once or single huge targets makes shells more versatile as weapons.
Ship size is not your problem when you're mounting hundreds of guns on a single ship; you could easily double the size of the guns and reduce the number of mounts. Note that predreadnought capital ship designs did exactly that after the Dreadnought Revolution: mixed batteries of 8" and 5" guns were replaced with uniform batteries of 8" guns, for example.

Point defense is a problem only because you're imagining "bigger shell" as "bigger target." As opposed to, say, "bigger gun" meaning "shell with higher initial velocity and with an extra booster stage that increases its terminal speed for the approach to the target, thus allowing it to cross the target's point defense envelope faster and inflict more damage on arrival."

Moreover, this argument would not apply against, say, energy weapons... which may be an excellent argument for using them. If you could replace twenty of your hundreds of light antiship relativistic-missile-launchers with a single heavy antiship laser, you might well vastly increase the effectiveness of your ship.
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Re: Shielding concept

Post by Purple »

I think I should point out something.
I thought this went without saying but there have been a lot of naval metaphors thrown around lately and I think I should set things strait.

A ship at sea is easy to sink. Punch a few holes into it in the right places and it's dead.
A ship in space not so much.

Our starships routinely take many penetrating hits and keep on fighting. This is because the redundancy in all critical systems, the construction and the sheer size of the craft allow them to fight even after suffering prohibitive amounts of damage. And punching right through the hull and out the other side would not be lethal at all.

To give an example of what I am talking about. During an earlier battle, one of my cruiser was ambushed by an enemy warship.
The enemy discharged a broadside at it destroying all the weapons on one side of the ship and digging deep into the armor.
As a response, my warship simply turned around and fired the guns on it's other side. :mrgreen:
It continued fighting, and in the resulting a battle of attrition actually destroyed the opposing warship.


In theory, if you cut one of our ships clean in half you would get two smaller ships still fighting you. Each with it's own engines, weapons, power generators and command and control.
In theory at least.

I even use the term Mission Kill to refer to ships that have suffered damage that makes them unrepairable in the long run. But that are still fighting actively.


So while the mentioned round can penetrate the armor of an average ship in the universe, it takes a lot of hits to actually destroy one. Simply because nothing short of obliteration will take the ship out of action.

And hence getting multiple hits in at multiple locations around the target means that you get to destroy anything on the surface like the enemy weapons and sensors. It also means that you have a much greater chance causing multiple penetrations leading to a greater chance of actually getting in a lucky shot and taking out one of the critical systems. Since we have no ideas on the internal layout of enemy ships and since all important systems are multiply redundant.


So while it takes Gigaton range weapons to penetrate the armor, it takes Teraton range damage to completely take a ship out of action.



I think this answers a lot of the points in this thread.

Also, to mention something else the combat ranges can wary insanely.
For example, we had a battle that started at something like 1 light hour range and ended up as a mele. The enemy had to close range to my ships in order to bring his energy weapons to bear.
The battle lasted several hours.



Many issues in this stem from the fact that the RPG has been lasting for some 2 years now. And that in the early days, none of us really paid attention much to realism. Now however, we are paying attention (since it is required for competitive gameplay) but also have to not break with the things established in the early times of the RPG.
It has become clear to me in the previous days that any attempts at reconciliation and explanation with the community here has failed. I have tried my best. I really have. I pored my heart out trying. But it was all for nothing.

You win. There, I have said it.

Now there is only one thing left to do. Let us see if I can sum up the strength needed to end things once and for all.
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