You have shielded ships? Did you mention that before? Nevermind, doesn't matter. Btw, ever considered the idea of using inertially-confined fusion engines with MHD generators that can convert the thrust into shipboard power when needed? Like using your car engine as a generator. Saves mass in space as it does on Earth.Whiskey144 wrote:Ships carry triple-digit gigawatt to single-digit terawatt scale fusion reactors, which can then be used to charge up capacitors that can then dump the energy into the shields.
So, to put it bluntly, you have what I classify as "overpowered" lasers (fully personal opinion). Short of relativistic impactors, missiles are a waste of mass if you have so much powerful lasers at your disposal.So a shielded ship requires sub-kiloton/second firepower, though this is never used on an unshielded vessel unless you have a situation where the ship and every single thing, both living and artificial, on it, must die. Missiles, OTOH, probably require a single-digit gigajoule/second firepower......at most.
Mah excel spreadsheet tells me that at 10'000 km from the vessel using 200 nanometer UV light (around the shortest radiations you can still work with with lenses and standard laser stuff) and a main optics (mirror probably) size of 10 meters (still damn fucking big for 2011 tech) you have a spot diameter of 2.4 meters.
Let's pretend that missiles need a gigajoule per m2 to die (their face is one m2), and if you shoot once per second that's a 4.5 gigawatt laser (spot area is 4.5 m2). If you shoot more, like say 10 times per second, it has to be a 45 gigawatt laser.
With the same kind of laser shooting at a missile 100'000 km away you have a spot diameter around 24 meters. Spot area is 452 m2. If you still need one gigajoule per m2 per second you are shooting a 452 gigawatt laser. If you hope that the missile will die even with an order of magnitude less, you can use the same PD laser that instead of shooting 10 times per second shoots once per second 10 times as far.
Say we are shooting at a ship 100'000 km away, with your ship's main gun that hopefully has a bigger optic system, let's say 50 meters so you still have a manageable spot size (although it's a pretty big mirror, will have to be a segmented mirror, decreasing the performance somehow). You said it must be able to shoot in the sub-kiloton range, so let's say it is a 2'092 Gigawatt laser (can shoot 0.5 kilotons once per second or 0.1 kilotons 5 times per second or any similar combination).
At 100'000 km its spot diameter is 4.8 meters, area of 18 m2, so it's dealing 116 gigawatts per m2 if shooting once per second or 11.6 gigawatts per m2 if shooting ten times per second. Or 1 gigawatt per m2 (necessary for missile kill as you said) if shooting 100 times per second.
In all three situations, cooling problems are the same.
If you wanted to optimize it for anti-missile duty you could say 20 shots per second with 5 times the area (a spot size of 10,7 meters of diameter). Still a gigawatt per meter, but now on 90 m2.
Still around same total output, so if you can keep shooting once per second at full power all day without cooling problems, you can keep shooting 20 such antimissile shots per second without cooling problems as well.
The missile *must* outperform its intended target in acceleration and maneuverability (that is accelerating in different vectors without waiting hours to turn).It's also a bit of a missile limitation; the missiles can coast for a long time, but a military vessel can use bursts of high-G acceleration to rapidly put on additional velocity and get out of the missile's tracking envelope.
The only area where the ship should (massively) outperform the missile is the delta-v, or fuel endurance. (but since it cannot change its speed anywhere as well as the missile, it won't be able to evade unless the missile has been launched from very very far and/or has tiny fuel reserves)
If you don't make it so, makes no sense to use missiles at all.
I said that particle beams suck because the average person I talk to thinks of particle beams as conventional weapons that burn and cut stuff.Ah, I was under the impression initially that you were saying that particle beams suck in general, rather than as PD ordnance.
The kinds of particle beams that don't suck balls don't leave any scar, but destroy electronics and crew with hard radiation ignoring armor.
Wrong. You waste time and massively increase the risk of a failure fucking up your plan.At this point, it's mainly because I figured that staging would boost the range of the missiles by having multiple engines that fire, allowing them to get going as fast possible and as far as possible.
Staging wastes time since you have to wait the old stage gets clear of your nozzles before you can ignite the new stage. And that takes some seconds, unless tou place retro-rockets that fire to bring the spent stage away fast (adding mass and chances of failure).
Staging requires cadres of equipment that can fail and doom you. Explosive bolts, dedicated sensors and electronics, cabling, and more importantly loads of engines. If either of these components fail, your missile becomes space trash.
If you just want high performance and fuel isn't an issue, place all the engines together on a single stage, so that even if some fail, you get slightly degraded performance, and not a total fuckup.
If you still like the idea of discarding stuff, use drop tanks. Still useful but not a killer in case of fuckup.
Space missiles in hard-ish scifi should be composed of 2 parts: a booster and a seeker. The booster is a dumb rocket that fires to accelerate the thing towards the enemy, and then is discarded (and maybe blown up to make some nice fragments), the seeker is a guided projectile, with its engines facing sideways, and whose only job is home on target and maybe avoid antimissiles, not accelerate towards it nor avoiding lasers (how?). They have no hope to be particularly fast on their own (around 3-4 km/s) but in various kinds of engagements they can easily reach 10-20 km/s due to the speed difference of the two fleet's spacecraft. They count on not being very big and on very high numbers to do the job.
Of course, in a softer sci-fi where you have powerful small engines that need little fuel and are also so cheap to still make sense on a missile, then you should keep thrusting all the way to the target and gimbal its main engines to change course.
The more powerful is the laser, the smaller can be its focusing optics, the bigger will be its spot at the same range.Simon_Jester wrote:If, however, inherent limits in sensor resolution or gunlaying prevent you from aiming to a precision of a meter, then your defense fire will be 'sprayed' into the volume around the missile anyway, which defeats the purpose of evasion.
Since generally optics after a certain size start to look idiotic (regardless of their feasibility) even on km-long Penis-Ships, anything above the few dozens of thousand km from the ship will have a spot size above one meter.
Lol? Hitting something on a more or less constant course is not an issue for a laser.Especially since if the combat is fought at ranges where light speed weapons have significant accuracy problems against a maneuvering target, there is a good chance your main battery weapons wouldn't be hitting the target anyway.
Spacecraft can only accelerate in a single general direction. Turning them safely takes lots of time (relatively speaking).