And pretty good- people moving around inside aren't a problem. Evasive manuevers on the part of both you and the enemy, now...

Moderator: NecronLord
Either mass drivers have handwaved arbitrary accuracy or anything beyond 30-50 km can only be hit with stray shots.As for weapons... mainly mass drivers, missiles, and of course the results of the Kzinti Lesson
Is this propellant or fuel?And all they need is hydrogen, which is easy enough to gather from a local gas giant.
Or, guided artillery rounds- essentially, a gun-launched missile with enough delta-v that it can correct its own course to track a maneuvering target, but which is fired from a launcher that imparts a high velocity relative to the total delta-v of the missile.someone_else wrote:Either mass drivers have handwaved arbitrary accuracy or anything beyond 30-50 km can only be hit with stray shots.As for weapons... mainly mass drivers, missiles, and of course the results of the Kzinti Lesson
This can overlap with guided artillery rounds- it might be a good idea to build your long range missiles as two-stage weapons, with a high-delta-v booster stage deploying one or more smaller missiles with more limited delta-v. Or to impart significant initial velocity to the missile using 'catapults' on the launching ship.Missiles are fine. Although having them go ballistic and use their engines only to correct their course is generally smarter unless you have arbitrarily huge-endurance engines cheap enough to be placed on missiles.
In the original story, Niven had the Kzinti ship doing exactly that. The Kzinti had superior acceleration and ultimately wanted to board.Kzinti lesson is a myth. While your engines will annihilate anything trying to getting close to your hull (marines, shuttles, missiles) their plume dissipates rather harmlessly after at most 5-10 km.
Yes. On the other hand, if they can mount superheavy beam weapons that would be impractical on a smaller platform due to space constraints, they can even up the score- beams outrange guns, and missiles potentially outrange both if their performance envelope is good enough. Though that's unlikely in a hardish SF setting, where beams can kill missiles at any point in a wide engagement envelope.Eleventh Century Remnant wrote:A 15,000m ship accelerating at 50m/s/s is going to take nearly a minute to clear it's own outline- I think 54.772 seconds, but my math may be out. Lateral acceleration may matter more, but it is possible to know that, for the next fifty seconds once a target track is established, there is going to be a point in space that a bit of ship will be in. If the big ships are also fairly sluggish, and their engines can't be run up and down the power levels with minimal notice, it could be a lot further than that.
It may be that large craft can be shot by small craft at ranges far beyond that at which they can return fire effectively. Missiles seem the obvious way around this, but expect alrge shipt to take a hell of a lot of driver fire from small ships without being able to make effective reply.
In "hard" scifi this is almost certain to be the case...Or depending on the weapons you use, space combat may become a matter of "who runs out of propellant first".
There's a continuum.Connor MacLeod wrote:The other thing with projectile weapons in space is it depends on whether you need a direct hit or just need to get close enough. Some weapons are either just warheads, or have some standoff attack capability, which can mitigate accuracy. (although to be fair that might fall under missiles or guided shells. I'm not sure there's always much of a difference.)
If that was the case people would bring a whole lot of tankers along. I tend to think a naval action in space would be very drawn out and typically highly indecisive to the point of neither side actually destroying an opposing ship in typical battles.Connor MacLeod wrote: Also, if fuel or propellant is an issue (and its not impossible outside of a hard sci fi setting. Fuel usage is a huge issue for SW warships since they can at best accelerate for a few hours at top power generation.) a ship may not dodge much or at all. Or depending on the weapons you use, space combat may become a matter of "who runs out of propellant first".
I call these KKVs (kinetic kill vehicle) since you are basically shooting a kamikaze space vehicle (it has engines, sensors, communication systems and guidance computers). The real weapons we have are called EKV (exoatmospheric kill vehicle) and do *exactly* that.Simon_Jester wrote:Or, guided artillery rounds- essentially, a gun-launched missile with enough delta-v that it can correct its own course to track a maneuvering target, but which is fired from a launcher that imparts a high velocity relative to the total delta-v of the missile.
The main problem of using a gun to launch them is that you will subject them to huge g-forces on launch. Say 3 km/s that is pretty basic feat for a rocket, if you do it with a gun, and say it's delivered to the projectile in one second, your projectile must withstand 305 gravities.Range also depends in large part on muzzle velocity
It's not only dispersion, but also the fact you are aiming a 5-10 meter mirror at stuff more than 1000 km distant or so. You need a lot of precision. You can't compare this level of performance to anything we have currently.Granted, dispersion is an issue, which lowers their potential to inflict damage at long range, but at least they'll be hitting the target reliably well before the target can hit back unless it is similarly armed.
The difference is that missiles are much easier to make than lasers.beams outrange guns, and missiles potentially outrange both if their performance envelope is good enough. Though that's unlikely in a hardish SF setting, where beams can kill missiles at any point in a wide engagement envelope.
Make them more expensive than carrying loads of countermissiles (whose size can be very small and still be effective, even guided gyrojet rounds will work fine since you are using the enemy's slug speed against itself). It shouldn't be very hard nor sound particularly wrong. Given that you have torch drives, a missile-boosted slug is going to deal significantly more damage than a laser anyway.doom3607 wrote:5. I need a good reason to avoid beams, they just dodge so many things I'd like to have in. Any ideas?
Just remeber that you don't shoot trough your armor, nor you can see through your armor, nor you can communicate through your armor, and your engines must have nozzles somewhere. Although handwaving can solve all these problems.It would take an insanely overpowered laser to overcome several hundred meters of armor that's rather tougher than the best modern stuff.
It depends from how powerful each of the weapons are. For example, pike formations and mounted cavalry are totally worthless in modern warfare.Sarevok wrote:I think space warfare will involve combined arms.
It has the same problems of Trek's phased shields. If the enemy knows your armor/shield frequency you are fucked.You don't even need to handwave. Just use a system that is transparent to what you want but opaque to what you don't.
They may be 'mobile', but will they be as mobile as anything else?doom3607 wrote:Monitors are mobile. As are supermonitors. Think of them as the equivalent of WW1 tanks, with everything less as infantry.![]()
As for denting a multi-hundred meter thick door built of armor... I think anything that could do that in such a way that they can't easily clear it wouldn't need to settle for a mission kill.
You are perfectly allowed to make it so that in your story your capital ships are so spectacularly more powerful and cost effective that everything else is worthless. I'm just saying you should think is that the most rational way to set things up.doom3607 wrote: The moral of the story is, there are planetary defences. They are quite good. They are not, however, capable of stopping monitors in most cases. That is why there are monitors. The WW1 tank analogy was used for good reason.
Easy. Just hit it hard enough to warp the metal. It is a lot easier to hit a piece of metal hard enough to warp it so that it can't be fixed until you take the ship back to dockyard than it is to drill through the whole piece.doom3607 wrote:Monitors are mobile. As are supermonitors. Think of them as the equivalent of WW1 tanks, with everything less as infantry.![]()
As for denting a multi-hundred meter thick door built of armor... I think anything that could do that in such a way that they can't easily clear it wouldn't need to settle for a mission kill.
So, tell me Doomy.doom3607 wrote:Scenario:
Enemy builds ten thousand frigates while i build one monitor. Let's assume we each have one planet and I'm playing defence.
All his frigates attack me. Let's say five thousand decide to distract the monitor and the rest attack the planet directly, even bombing it, regardless of the fact that the industry down there is more valuable intact.
The monitor opens up with its secondary weapons. 'Secondary', by its standards, is enough to smash a cruiser in half with the first shot. Did I mention it's fricking huge? And that guns have a high refire rate? And that it has fuckloads of missiles? Wild evasion or not, the five thousand frigates going after it last maybe ten seconds.
It sounds to me as though ten thousand frigates are not and can never be a match for one monitor.The frigates going at the planet open fire with all their missiles. The planet's own defences shoot down or confuse (ECM) most of the missiles. The frigates then proceed to do battle with the planet's defences to try to get close enough where they can actually inflict a reasonable amount of damage with their guns. They do this for a few minutes. Then the missiles the monitor launched, being controled by the planet's defences, come flying around the planet and smash them all.
Um, an important point: WWI tanks weren't invincible. They bogged down a lot, their machinery broke down a lot. They were slow as fuck (to the point where people would attach horse cavalry to the armored unit because the tanks had no chance of chasing down a retreating enemy and the cavalry did). And they were nowhere near tough enough to survive hits from artillery fire- the defender could and did knock them out with heavy guns, often in large numbers.doom3607 wrote:That's why monitors are about as common as WW1 tanks. Which is to say, not many. That's actually a much better analogy after further thinking through, since the only thing monitors would really seem to be useful for is attacking targets nothing less can break. But the bulk of the firepower in any fleet would be in the cruiser-battleship range, and almost everything would be such smaller ships. And planetary defences, naturally being dependant on planetary development, can be anything from nigh-nonexistant (like new colonies) to godlike and damn near invincible (like Earth).