Ideas for a new universe

SF: discuss futuristic sci-fi series, ideas, and crossovers.

Moderator: NecronLord

User avatar
gigabytelord
Padawan Learner
Posts: 473
Joined: 2011-08-23 07:49pm
Location: Chicago IL. formerly Livingston TX.

Re: Ideas for a new universe

Post by gigabytelord »

If the turrets are mounted along the flanks of a roughly cylindrical hull, wouldn't the best direction to fire be forward or aft, along the ship's axis of acceleration?
How frightening would it be, to have an entire fleet of capital ships jump into position, (ie less than 1.2 million km on average) pointed right at you and blast the ever living shit out of you, I'd be shitting my pants.
Also, massive amounts of firing blind gets energy-intensive fast. How much power are your ships willing to burn chewing up vacuum and not hitting anything, in order to achieve one hit? What if victory goes to the guy who builds two ships that each expend half as much fuel in combat by not firing until they get into a range where hits are probable, counting on you not being able to take out both your ships before they get there?
The ranges I see ship to ship actions taking place would be, on average, less then 1.2 million km, this places you within the range of more traditional sensor types, including advanced optics, and radar.
So blind firing? no, an, on average 4-8 second delay using advanced radar, yes.

And when your targets are other battleships, a short delay, which can be corrected using sufficiently advanced AI, isn't much of an issue I would think.
(1) How solid can a wall of flak get in space, and for how long can it be sustained?

(2) Is the 'cruiser' really worried about being hit from gun ranges at which even a battleship-sized target is likely to be missed? Remember, missiles outrange direct-fire weapons in space, assuming high enough drive performance.
(1) If the ship is alone, not very long, but maybe just long enough to jump to "safer waters"

(2) An intelligent captain wouldn't fire at something he can't hit, nor would an admiral leave a capital ship sitting out by it's self completely undefended, remember, battleships in my setting, are just like battleships during the 20th century, they are only some what effective when alone, the vast majority of the time were being escorted by a much larger fleet consisting of numerous ship types, some of which will be designed and used specifically to protect the capital ships.
User avatar
lordofchange13
Jedi Knight
Posts: 838
Joined: 2010-08-01 07:54pm
Location: Kandrakar, the center of the universe and the heart of infinity

Re: Ideas for a new universe

Post by lordofchange13 »

If the turrets are mounted along the flanks of a roughly cylindrical hull, wouldn't the best direction to fire be forward or aft, along the ship's axis of acceleration?
Excuse my terribleness at geometry, but wouldn't his cylindrical ship's hull have to expand outward towards the aft, or all the turrets would fire nearly at each other. Giga says his ships have gravity drives so his axis of acceleration allowing his ships to fire broadsides.
"There is no such thing as coincidence in this world - there is only inevitability"
"I consider the Laws of Thermodynamics a loose guideline at best!"
"Set Flamethrowers to... light electrocution"
It's not enough to bash in heads, you also have to bash in minds.
Tired is the Roman wielding the Aquila.
User avatar
Purple
Sith Acolyte
Posts: 5233
Joined: 2010-04-20 08:31am
Location: In a purple cube orbiting this planet. Hijacking satellites for an internet connection.

Re: Ideas for a new universe

Post by Purple »

I don't think firing along your axis of acceleration is a good move tactically. That's because if you do that it means your ship is pointing at the enemy, or to give a naval equivalent you are crossing his T. If you have to point toward the enemy to deliver your full firepower that also means you have to keep pointing at him to fire and can't dodge or pull evasive maneuvers. Instead, you have to go down a predictable bath strait at the enemy guns.
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.
User avatar
gigabytelord
Padawan Learner
Posts: 473
Joined: 2011-08-23 07:49pm
Location: Chicago IL. formerly Livingston TX.

Re: Ideas for a new universe

Post by gigabytelord »

Purple wrote:I don't think firing along your axis of acceleration is a good move tactically. That's because if you do that it means your ship is pointing at the enemy, or to give a naval equivalent you are crossing his T. If you have to point toward the enemy to deliver your full firepower that also means you have to keep pointing at him to fire and can't dodge or pull evasive maneuvers. Instead, you have to go down a predictable bath strait at the enemy guns.
This is true, but I'm also trying to avoid the 'water in space' movement that so many sci-fi stories have used, so 'crossing his T' would apply better in the context of the era which that phrase is from, so I might be coming from below, above, or quite literally any angle, of course, there's always a chance that a captain might make an error in judgment, one which the enemy takes advantage of.
Excuse my terribleness at geometry, but wouldn't his cylindrical ship's hull have to expand outward towards the aft, or all the turrets would fire nearly at each other. Giga says his ships have gravity drives so his axis of acceleration allowing his ships to fire broadsides.
That's what I was thinking, although I suppose if the turrets are setup in two groups, one toward the front and the other toward the back, and placed so that they won't hit one another when firing... I wonder does anyone here paint and/or draw professionally? if so, are you excepting commissions? and what are your rates?
User avatar
Purple
Sith Acolyte
Posts: 5233
Joined: 2010-04-20 08:31am
Location: In a purple cube orbiting this planet. Hijacking satellites for an internet connection.

Re: Ideas for a new universe

Post by Purple »

gigabytelord wrote:This is true, but I'm also trying to avoid the 'water in space' movement that so many sci-fi stories have used, so 'crossing his T' would apply better in the context of the era which that phrase is from, so I might be coming from below, above, or quite literally any angle, of course, there's always a chance that a captain might make an error in judgment, one which the enemy takes advantage of.
Well its more of an analogy than anything the way I used it. In essence, a ship that is moving in a strait line toward an enemy warship is moving along a very, very predictable path and thus ensuring that the enemy will most certainly laugh their faces off before firing off all their guns to kill it. Regardless of how that enemy has his weapons laid out the ship is basically running right down the barrel of a loaded gun. And it does not mater if the ship comes at the enemy from bellow, above or what ever. It can just rotate the hull to point all weapons at the poor warship. The enemy does not have to worry about evasion, ECM or even old fashioned firing in advance. All he has to do is point his guns at the warship and fire.
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.
Simon_Jester
Emperor's Hand
Posts: 30165
Joined: 2009-05-23 07:29pm

Re: Ideas for a new universe

Post by Simon_Jester »

lordofchange13 wrote:
If the turrets are mounted along the flanks of a roughly cylindrical hull, wouldn't the best direction to fire be forward or aft, along the ship's axis of acceleration?
Excuse my terribleness at geometry, but wouldn't his cylindrical ship's hull have to expand outward towards the aft, or all the turrets would fire nearly at each other. Giga says his ships have gravity drives so his axis of acceleration allowing his ships to fire broadsides.
Not necessarily.

You could have the turrets on 'elevated' barbettes sticking out the sides of the ship, to place each pair of turrets further from the centerline than the ones in front of it. Or you could not place the turrets in a single direct line- there's no real reason to do that. If you have three turrets on each side of the hull, placed at 2 and 10 o'clock, 3 and 9, and 4 and 8 o'clock, they won't mask each other's fire much more than the hull itself would.
Purple wrote:I don't think firing along your axis of acceleration is a good move tactically. That's because if you do that it means your ship is pointing at the enemy, or to give a naval equivalent you are crossing his T. If you have to point toward the enemy to deliver your full firepower that also means you have to keep pointing at him to fire and can't dodge or pull evasive maneuvers. Instead, you have to go down a predictable bath strait at the enemy guns.
The argument about "crossing Ts" is a red herring, and I don't think you used it correctly anyhow.

However, the real idea here is significant- you do have a disadvantage in flexibility with axial guns, because you can't shoot while running away, or shoot while running towards something else, or shoot while frantically accelerating to one side to avoid an incoming projectile... you get the idea.
Purple wrote:Well its more of an analogy than anything the way I used it. In essence, a ship that is moving in a strait line toward an enemy warship is moving along a very, very predictable path and thus ensuring that the enemy will most certainly laugh their faces off before firing off all their guns to kill it. Regardless of how that enemy has his weapons laid out the ship is basically running right down the barrel of a loaded gun. And it does not mater if the ship comes at the enemy from bellow, above or what ever. It can just rotate the hull to point all weapons at the poor warship. The enemy does not have to worry about evasion, ECM or even old fashioned firing in advance. All he has to do is point his guns at the warship and fire.
There are two catches.

For a slow-firing weapon, I can simply move around freely and pivot to fire the gun once every (long time). This gets me most of the mobility advantage while still letting me mount a large weapon along the spine of the ship.

Also, there's no reason I have to mount the engines parallel to the main axis of the ship. :D In theory, I can have the engines pointing at a 45° angle to the centerline and burn some combination of them to move. The only real drawback is that my peak acceleration isn't as good as it could be- but at 'cruising speed' accelerations, which are lower, it makes no difference. And I get a considerable evasion advantage at long range, because I'm using the high-acceleration main engines as maneuvering thrusters. The drawback is the need for a reinforced and more complicated hull to handle acceleration along multiple axes.
Destructionator XIII wrote:I think one of the most realistic depictions of space combat in popular sci fi is Star Trek: TNG. They make several observations that a lot of people seem to miss:

2) You don't really have to rotate anything physically to shoot things. The phasers on the Enterprise D can pump power in just about any direction at any time, without much time to re-adjust, similarly to a real life laser. There's no need for several turrets; just use one system that you can point anywhere.
That's a real life laser? I wasn't aware that high-performance phased array lasers were real yet.
3) Mobility isn't terribly important. It's generally better to toughen yourself up so you can take a few hits or actively defeat enemy missiles than to try to dodge them. Sitting still is good stuff.
That's because in Star Trek everybody fights at pistol range.
This space dedicated to Vasily Arkhipov
User avatar
gigabytelord
Padawan Learner
Posts: 473
Joined: 2011-08-23 07:49pm
Location: Chicago IL. formerly Livingston TX.

Re: Ideas for a new universe

Post by gigabytelord »

Okay, so I don't know about you guys but what I've pulled from all of this, at least the conversation about ship vs ship combat anyways, is that any 1 vs 1 combat will most likely result in a "whoever fires first, and most accurately wins" contest, barring special circumstances of course.

When it comes to full scale fleet fights however, things won't be so simple.

Remember, power supplies won't be an issue, keep the crew from cooking to death inside their own ships because of wast heat, however, will be.
That's because in Star Trek everybody fights at pistol range.
I don't know why but I busted out laughing when I read that :lol:
Mobility isn't terribly important. It's generally better to toughen yourself up so you can take a few hits or actively defeat enemy missiles than to try to dodge them. Sitting still is good stuff.
If you're on board a 30km wide stationary battlestation over the capital world, equipped with a planetary theater shield and fielding hundreds of capital class weapons batteries, long range hunter-killer missiles, and an entire support fleet, sitting still is not only good stuff, but it's your only option.

If you're in a battleship that's considerably smaller, and both you and your enemy are fielding weapons that fire multiton projectiles at significant fractions of c, which for all intents and proposes are instakill weapons, staying in one place is lethally stupid, I would think.
User avatar
Feil
Jedi Council Member
Posts: 1944
Joined: 2006-05-17 05:05pm
Location: Illinois, USA

Re: Ideas for a new universe

Post by Feil »

Star Trek combat ranges are schizophrenic. On screen, ships are usually close enough to one another that you can have them both on the screen at once firing glowie blobs of death at one another for the audience's appreciation. In dialog, people tend to (although they do not always) speak of ranges vastly greater than appear on screen. Probably the most blatant example of this is the example of the 'Picard Maneuver.' Captain Picard uses his warp drive to jump the USS Stargazer forward while his enemies are looking at where his ship used to be, in order to gain the element of surprise. The fight actually appears on the screen at one point, and the ships are visually only a few kilometers apart, even before Picard goes to warp speed. The Stargazer and its image are then visible in the same frame, but the dialog used and the nature of the technology in play makes it completely impossible that the Stargazer and its image could have been less than light-seconds apart.
Simon_Jester
Emperor's Hand
Posts: 30165
Joined: 2009-05-23 07:29pm

Re: Ideas for a new universe

Post by Simon_Jester »

Destructionator XIII wrote:Obviously, phasers don't exist, nor do super military laz0rz, but the technology of aiming without turning big things does.

Imagine a small scale model. Take a flashlight and a few mirrors. You don't have to rotate the flashlight to change where the beam is going. With a pair of mirrors, you can very quickly redirect the light to even point behind it.

The Enterprise's phasers do this same idea. They can point the ship's power in many different directions without having to rotate the ship nor to wait for a big physical turret to move. It doesn't really matter what angle you approach it from - the full power of the ship's phasers can still hit you.

If you adopt a system like this, gun placement doesn't matter much, and neither do a lot of traditional naval tactics.
Works for lasers- from the infrared to the ultraviolet. Does not work for mass-accelerating weapons of any kind, or for X-ray lasers. Both of those systems will require a long acceleration line to get a good run-up, and trying to redirect the weapon with a lightweight reflector/ski-jump just means you break things.

For missiles, of course, it works even better than for lasers; you can theoretically eject a missile, have it pivot and light off the main engine in a direction that was through the hull when you took the shot. Not even the Big E can manage that.
If the enemy fires at ship A and ship B is some distance off in a triangle kind of thing, it can shoot at the enemy's stuff from the side. Ship A defending itself would have to either shoot it head on or try to outmaneuver it, and both options kinda suck.
Trying to intercept fast-moving projectiles from the side is likely to be harder than hitting them head-on, because you have to track the projectile as it crosses your field of view. And given probable uncertainties in your fire control, if something is closing head-on its position is known within a small circle; from the side it's known within a larger ellipse. This could be problematic.
But, I wouldn't worry about crossing the T or forming a wall or whatever. That's to counter mobility and bring firing arcs into one place, and that either doesn't matter (it just doesn't help you nor hurt the enemy) or doesn't take a lot of effort anyway.
Formations would only matter in space if you're trying to multiplex the output of your own platforms' sensors and ECM into a larger pattern- say, if you want to combine the feeds from 20 ships' telescopes into a single Very Large Array.

Firing arcs can matter, or not matter, depending entirely on how ships are designed, which depends on details of what they're armed and equipped with.
That's because in Star Trek everybody fights at pistol range.
Mobility matters even less at longer ranges.... to dodge a bullet up close, you have to be super fucking fast. When you're very far away, you can give yourself a gentle nudge and be out of the way by the time it arrives; you don't need great mobility even if you accept dodging as useful.

Indeed, this is one of the reasons to open the range - to dodge things you otherwise wouldn't be fast enough to dodge.
...Uh, when you say "mobility doesn't matter," do you mean "being able to move doesn't matter?" Or "being fast isn't better than being slow?"

In the first case, by the argument you yourself just made, being able to dodge matters- especially at long range. At pistol range, it doesn't matter, but then neither I nor anyone else here really expected space battles to be fought at pistol range.

In the second case, the faster you are, the closer enemies have to be before they can hit you reliably. If you are more agile, or have a smaller target profile, you have an advantage in that you can hit them before they can hit you- statistically speaking, and always allowing for fluke lucky shots or the magic of guided weapons.

The counter to this is using fast-moving weapons- lightspeed lasers or particle beams if possible. Basically, the amount of room a target can dodge into before your shot arrives scales with the fourth power of the time it takes your shot to get there- so doubling muzzle velocity means you only have to saturate 1/16 the amount of sky to score a hit.
(Similarly, closing range might be to use your mobility to get out of the other guy's firing arcs, but when you have a system that can point anywhere very quickly, this is impossible even up close.)
I would never advocate that tactic, it's practically useless unless we posit accelerations in the thousands of gravities.
But, I don't accept dodging as useful in space, and here's why: it isn't free, not at any range. Let's say you want to jitter around at very long range, so you don't have to move much while reducing your enemy's hit percent.

You're probably using a rocket which throws shit out the back to push you around.... shit you can't get back.Suppose the enemy can fire constantly at you, so you have to continually dodge to stay alive. You're constantly losing mass, even when he misses! If you brought armor instead of fuel, you could let him hit you... and get the same situation. Sure, he's constantly hitting, but the end result is the same: you constantly lose mass.

Moreover, with the armor, you may well be able to return fire, which could be difficult when dodging due to issues of vibration screwing up your own aim and efficiency.
There are problems with this analysis. For one, it depends on the relative performance of engines and weapons. In settings where the 'typical' ship to ship weapon is a megaton-range kinetic impactor, damn straight you may lose less mass by firing your thrusters to get out of the way than you would if it hit you over the head.

For another, impacts that hit your armored ship don't just delete mass in a clean, bloodless process. A constructed object that's getting hit by high-energy weapons can experience shock waves, radiation that penetrates the armor belt and affects the interior, and damage to surface features like its own sensors, weapons, and engines. Whereas a well-designed ship will be able to fire its own engines without anything unduly destructive happening as a side effect.

Also, the armor adds a permanent mass penalty, because you have to cart it around all the time, not just when you're being shot at. If 20% of the mass of your ship is ablative armor, then that's 20% of its mass that is not devoted to more fuel to get more delta-v, or to more weapons and sensors to target and destroy enemies, and that's 25% more fuel that has to be burned to get the ship onto a given course from a given starting vector.

For all these reasons, it's not easy to say "armor > speed" under these conditions.





Let's consider other weapons. What about a guided missile tough enough that armor is useless? Well, dodging this is really a complete waste of time, since in all probability, anything you can do mobility wise it can do better. And, of course, the costs are still there in fuel and shit. What about the alternatives?

You could launch your own little missiles to intercept their missiles. This pretty easily beats dodging anyway; you can take them one to one at worst, whereas moving out of the way is probably going to burn shitloads of mass.

Mobility might matter here.... but it will be the mobility of your throw-away countermeasures, not of your ship.
What about an unguided gun? Well, dodging might help here, even at shorter ranges, but even so, you could just as easily take it down with a one-to-one ratio of disposable countermeasures, even better if you're packing light. Sit back a little and burn a wee but of the bullet to throw it off course. Dirt cheap.
This relies on bullets being easy to track- I wouldn't count on that if I were you. And lasers wind up being bloody impossible to track, of course.
The faster something moves, the easier it is to take down too, since you can use its own speed against it. It has to get up to high speed and get by your counters... your counters just need to get in its path some way out from your ship. Much easier job.
The faster it is, the faster it crosses the envelope defined by the accurate range of your own weapons- how short is your fire control loop, from first detection to HOLY SHIT INCOMING to zap to target destroyed? And if you rely heavily on lasers because of how easy they are to retarget, you don't get this effect at all- it takes the same number of joules of light energy to vaporize an incoming rock that moves at 100 km/s as it does to vaporize the same rock when it moves at 1 km/s.

This can cut both ways.
This space dedicated to Vasily Arkhipov
User avatar
gigabytelord
Padawan Learner
Posts: 473
Joined: 2011-08-23 07:49pm
Location: Chicago IL. formerly Livingston TX.

Re: Ideas for a new universe

Post by gigabytelord »

To ask a question I asked previously, are there any professional artist available here? If so, are you accepting commissioned work, and what are your rates?

Also, thanks everyone for the help, I have a pretty good idea of what direction I want to go as far as the space combat is concerned, I'll keep you updated if anything major happens, I appreciate the dialog so far.

~ Giga
User avatar
Imperial528
Jedi Council Member
Posts: 1798
Joined: 2010-05-03 06:19pm
Location: New England

Re: Ideas for a new universe

Post by Imperial528 »

Some advice, try posting your request in the art section, although with some more detail about what type of artwork you are looking to commission.
User avatar
gigabytelord
Padawan Learner
Posts: 473
Joined: 2011-08-23 07:49pm
Location: Chicago IL. formerly Livingston TX.

Re: Ideas for a new universe

Post by gigabytelord »

Imperial528 wrote:Some advice, try posting your request in the art section, although with some more detail about what type of artwork you are looking to commission.
Roger, and thank you.
User avatar
gigabytelord
Padawan Learner
Posts: 473
Joined: 2011-08-23 07:49pm
Location: Chicago IL. formerly Livingston TX.

Re: Ideas for a new universe

Post by gigabytelord »

Okay update time,
I have came to several conclusions, and made several adjustments.

First of all ship technologies:

Redundancy is the key when it comes to certain ships systems, so I'm going with two types of FTL drives, the primary from of both FTL and sub-light transport is the 'gravity drive', it's name should give a hint as to how it works, the backup FTL is a form of the 'Alcubierre drive' however this is considerably slower and has several handy caps,
The alternative form of sub-light, I've decided, will be nuclear thrusters, it was hard to come to that decision, for several reasons... but I feel it may be the best in universe option, for several other reasons. I had originally decided against it, but got to thinking about it and finally changed my mind.
Since most of this will never actually be described in the story, I'm just setting my own mind at ease

The other adjustments I've made have to do with fleet movements and combat but again they are less important, so I won't go into them right now.

Second:

One thing I'm having trouble with, is that I know which direction my friend and I want to go, but we are unsure which path to take to get there.
We don't know if we want to go with the multiple short stories approach or 'twist' the stories together to make a greater whole, as all of them are in the same universe. The story it's self will a portray a conflict, a fairly large one in fact, but the focus is to bring the conflict to a close and stop a very powerful man with good intentions from doing very bad things in an effort to help those he loves, there will be several 'main characters' or protagonist, suffice to say it's a complicated affair.
There will be several different, and for a lack of a better word, modern issues transplanted into the plot, which will be the main driving forces behind the events in the world, basically we're going to try telling the story from multiple view points.

The main problems I see will be avoiding out right stupidity and maintaining continuity has the universe is quite large, believe me creating an entire species from the ground up, giving them several cultures, and languages, and presenting them to be as diverse and complex as humanity while simultaneously making them unique is no easy thing.

Well there you go, as always feel free to interject.

~ Giga
User avatar
Stark
Emperor's Hand
Posts: 36169
Joined: 2002-07-03 09:56pm
Location: Brisbane, Australia

Re: Ideas for a new universe

Post by Stark »

'Handy caps' sound like something useful to have around in the sun. :lol:

Are you thinking about the weight penalty of your 'rendundancy' and how this changes your fuel consumption and thus radius of action and requirements for basing or resupply?
User avatar
gigabytelord
Padawan Learner
Posts: 473
Joined: 2011-08-23 07:49pm
Location: Chicago IL. formerly Livingston TX.

Re: Ideas for a new universe

Post by gigabytelord »

'Handy caps' sound like something useful to have around in the sun. :lol:
Damn it and it's to late for me to edit :lol:
Are you thinking about the weight penalty of your 'rendundancy' and how this changes your fuel consumption and thus radius of action and requirements for basing or resupply?
Yes, I see ships Heavy Cruiser size and up having this, anything below that, well lets face it, if it's hit, it's unlikely to survive the hit and will have to rely on quick movement and an intelligent captain to stay out of harms way.
Also any sufficiently sized fleet will have supply ships following them around, this adds another rather realistic dynamic to fleet actions and fleet movements.
Seeing as most ships will be fairly small, ie. 100-900 meters long, I see this as a necessity.
Post Reply