vakundok wrote:I didn't write it, so I apologize, but I ment that it tried to get out of range. (My retreating tactics, you know.) So, you canot stay in place and just pitching down. You most follow or leave it.
You can "slide" under it. I've tried to explain this to you. You can follow it and shoot at it at the same time, though admittedly not as capably as a bowchaser design. It is kind of the same way a conventionally laid out battleship maneuvers to get all its guns on a fleeing target only that we pitch instead of yaw/turn.
vakundok wrote:See my theoretical main weapon arrangement. This compromise is unneeded. I call an unneeded compromise as a design flaw.
How do you KNOW it is un-needed? Besides If you don't care about potential problems (racking it up to them not thinking about it,) then the centerline is even better. Whether you divide into dorsal or ventral sets, a centerline arrangement (space the turrets out so they can superfire using the natural slope without building a extra hull extension) allows 100% forward, 100% port and 100% to starboard. If you put them all dorsal or ventral , you get 100% dorsal or ventral as well.
If you think that way, therefore, your structure is also flawed.
vakundok wrote:Yes. But unless we know this line it is an unneeded compromise. We can also assume that the designers simply did not face the problem since there were no real opposition when the ISD II was designed.
It wasn't like they didn't face this problem. They did have relatively ventral heavy guns and superfiring turrets in the ISD-I, right? So they did try those things. They decided they were so useless or even disadvantageous that they actively TOOK THEM OFF in exchange for something else. The typical procedure is to assume reasonable competence, so that actions not taken (though they LOOK technically feasible at first glance) can imply actions not feasible.
If we assume competence, obviously the line is somewhere between Triple 10m Gun Turrets and Octuple 14m Gun Turrets.
vakundok wrote:Simply no. The turret remains the same, only the hull under te turret is elevated. Watch the support structure (that actually holds the guns) of the main guns of the ISD II. They can handle the strain caused by the guns and they are very small. Saying that handling this strain could pose any problem to a hull elevation under the turret is beyond me.
The support structure sits on top of a much larger turret structure, which in turn apparently sits on other support stuff that can't even make it in the turret. If any of these don't work in the new superfiring turret... then the turret cannot be used.
vakundok wrote:For a "largely sitting and shooting each other" scenario there is only minimal difference between the two designs. This modified is slightly better due to the smaller target profile required for concentrated fire.
You lose out in the parallel battle, which is also quite popular and a tactic mentioned in the Rebel Sourcebook. You can bow-chase with 8 guns, but your parallel is only 4 guns (pick dorsal, ventral, port or starboard, but you are only getting 4 guns.) Wins and loses...
vakundok wrote:It was a long range situation where the distance was important due to the range of the guns. Even with 1% of difference it will be out of range soon. You canot pursue it slowly and cautiously.
We should consider one thing: Can the ISD accelerate directly toward 15 degrees off-axis or not? I say not or only in an extremely limited manner (one or two percent of their forward thrust). It is based on mechanics, and that the ISD does not have large enough (visible) thrusters to compensate the rotation. It is harmonious with the "collision" in TESB.
There is no need to accelerate directly forward with a 15 degree off-axis thrust (though of course the capability would be welcome.) My scenarios try to use certanties as much as possible. So I merely used aerodynamic like turns, probably with that etheric rudder stuff.
If things really are that marginal as to depend on a few percent here and there, well then there are lots of factors that become more significant.
As for your surround my bulb tactic:
Suffice it to say that you need five SURVIVING ships to gurantee success. You need one to block my hangar bay and prevent me from accelerating. You need another one behind me, behind my bulb, to prevent me from decelerating. You need a third and a fourth to block my attempt to turn. And a fifth to prevent me from pitching up and escaping.
Your five ships will require very good formation control, despite no doubt having come under fire and very possibly taking damage. And even after you do this, I could INTENTIONALLY ram my bulb (which is probably the strongest part of the ship) against the ship directly forward of it (right into its engines, a more vulnerable part)
You'll need brave volunteers too. Figure 1 or 2 would get blown up during the approach. HTTE establishes my tractors can effectively hold onto anything up to an Assault Frigate, so another 1 or 2 would get tractored and force lifted up my centerline to get blasted. After losing several ships, I doubt yours would be very keen for a fight. You could run. Maybe I couldn't catch all of you in the end, but you are still dead. Plus I can make defensive rolls and turns to make your "docking precision" task more difficult.
A problem, but not a vital, absolutely killer flaw.