Logically yes, but:Condottiere said:Normal acceleration can come into play once you've cleared the tube, in what, two seconds?
AnotherDilbert said:That sounds like fun, but I fear that it might be little much.
A good fighter can accelerate at 9G +16G = 25G. If we add the acceleration from the launch tube, 24 G, we get an available 49 G in one turn.
In the same round as the carrier manoeuvre into Very Long range we launch the fighters at 49 G and we are immediately at Adjacent range and in Close Combat. So in one single Manoeuvre Phase the fighters go from Distant Range (carried) to Adjacent (in close combat). That is too good...
Agree. I think Phavoc explicitly suggested a constant acceleration:Reynard said:One thing people forget is the length of the tube and the acceleration can be of any variable yet balanced properly can yield the very same velocity at the mouth of the barrel from a long tube and low acceleration to snub launcher and a very high acceleration with consideration for the mass of the launched object.
In this case it obviously means "launched with an equivalent of 2G available for manoeuvring in this 6 min round, for each 10 m".Phavoc said:Launch tubes may come in any size. For every 10m of launch tube installed, a small craft may launch at 2G. The maximum length of a launch tube is 120m, setting the maximum launch velocity at 24G.
Completely agree, but we have kind of assumed it is "good enough" since it is completely glossed over by the system.Reynard said:The biggest concern is obviously the ability of the craft's Inertial Compensator.
Yes, in the real world. But the simple Core book system completely ignores velocity.Reynard said:Problem with launching at 49gs and reaching your target a phase later means you have not attempted any deceleration. You craft is now in the center of combat. All you have to do is apply close to 49gs deceleration... except your fighter has a mere, at best mentioned earlier, 25gs. Sum the vectors and how far you are travelling away from the fight?
Chas said:The rules aren't going to be scientifically accurate, but those are valid points to give a launch tube and necessary to keep them in balance with clamps
- Thrust for 1 round is valuable, most fighters are thrust starved and even one round of extra boost can make a difference with closing with the enemy. And quite workable in the rules as presented.
- Being able to do multiple launches in a turn = no brainer.
Also I'd add:
Being able to fight in the same round as launching.
The launch tube should be your scramble mechanism.
Again, I would like to stress;phavoc said:I didn't think of the other part, e.g. being able to use that thrust in the same turn as launch. That actually is a good idea. It allows you to carry forward with your launch tube bonus and use that 'extra' thrust in the first turn. Assuming you wanted to wade your carrier into battle, that would allow a launched 12G fighter to have double it's normal movement speed for the turn it launches at 25G - double speed, double actions.
This would likely not leave anyone alive to shoot back at my fragile carriers, later that round...AnotherDilbert said:That sounds like fun, but I fear that it might be little much.
A good fighter can accelerate at 9G +16G = 25G. If we add the acceleration from the launch tube, 24 G, we get an available 49 G in one turn.
In the same round as the carrier manoeuvre into Very Long range we launch the fighters at 49 G and we are immediately at Adjacent range and in Close Combat. So in one single Manoeuvre Phase the fighters go from Distant Range (carried) to Adjacent (in close combat). That is too good...
This would likely not leave anyone alive to shoot back at my fragile carriers, later that round...[/quote]AnotherDilbert said:A good fighter can accelerate at 9G +16G = 25G. If we add the acceleration from the launch tube, 24 G, we get an available 49 G in one turn. In the same round as the carrier manoeuvre into Very Long range we launch the fighters at 49 G and we are immediately at Adjacent range and in Close Combat. So in one single Manoeuvre Phase the fighters go from Distant Range (carried) to Adjacent (in close combat). That is too good...
PsiTraveller said:My issue with the launch tubes is if they can throw a fighter out at high speeds to get the fighters close to an enemy (24 g in the example at TL 15). They not build a missile launcher with the same technology and launch a 10 ton pod of missiles at 24 g, get the pod through a few range bands and then turn on the missile thrust? 24 g is a lot better than 15 for an advanced missile.
Nerhesi said:I think we need to focus on making Launch Tubes the preferred method of launching fighters due to their d(Craft)/dT efficiency... as in, Craft launched per turn.
Lets let any further cuteness around added functionality of G/speed boost and so on fade please. They dont need any further help getting there.
phavoc said:Yeah, I'm going to have to disagree with you here Nerhesi. Having the launch tubes take up the mass they do for no positive effect makes no sense.
Agree with simplicity.Nerhesi said:50x50ton fighters in full hangars: 3125 tons. They can all launch in 3 space combat turns. On the 4th turn they spend no thrust.
50x50ton fighters in docking-spaces, with enough tubes to launch them all immediately (5 tubes): 5000 tons. They all launch in 1 space combat turn, and by turn 2, they're accelerating at ridiculous-G towards the enemy.
Excuse my need for simplicity.
AnotherDilbert said:Agree with simplicity.Nerhesi said:50x50ton fighters in full hangars: 3125 tons. They can all launch in 3 space combat turns. On the 4th turn they spend no thrust.
50x50ton fighters in docking-spaces, with enough tubes to launch them all immediately (5 tubes): 5000 tons. They all launch in 1 space combat turn, and by turn 2, they're accelerating at ridiculous-G towards the enemy.
Excuse my need for simplicity.
But in this case you have made the Carrier 50% larger, hence 50% more expensive. That is a problem.
As long as we can launch outside Distant range, we are not in any particular hurry...
AnotherDilbert said:Great!
But we still need to be able to do maintenance, so we cannot have all fighters in Docking Spaces?
Nerhesi said:phavoc said:Yeah, I'm going to have to disagree with you here Nerhesi. Having the launch tubes take up the mass they do for no positive effect makes no sense.
Whoah what? Why would I ever want them to have no positive effect? I want them to have a MASSIVE positive effect. That being:
200 fighters no tubes? Takes longer and more space as each hangar has to have the points of entry/exit. Also can't launch if doing any evasion or evasion software.
200 fighters with tubes? Smaller hangar area and potentially instantly launch all fighters with large enough tubes.
Really simple, massive and crucial benefit.
Very simple to create the mechanic for too:
Regular Hanar-No Tubes: Requires full hangar. We know this is 200%. Launch/Loading takes 3 space combat turns. Cannot launch if any evasion (software or pilot) is being attempted. Craft can only expend 2G Thrust (basically clearing) on the first turn after launch. A craft's full hangars cannot account for more than 25% of it's space (there just isn't enough real-estate to have that many blisters)
Tubes: Does not require full hangar, just requires "docking space" - so just 110% of craft size. Launching takes 1 space combat turn. Can be launched under any circumstances. Craft can expend any amount of thrust on their first turn after launch. Tubes themselves are ten times the size of a SINGLE craft they are launching and can launch 10 craft a turn each.
I dont know.. but just seems really simple way to stick to the most obvious benefit of throwing craft out of a tub rather than having to launch them delicately. (You can even picture the tubes as perpendicular to the storage space of the craft, each craft is literally just out after a tiny "tube").
Examples:
50x50ton fighters in full hangars: 5000 tons. They can all launch in 3 space combat turns. On the 4th turn they spend no thrust.
50x50ton fighters in docking-spaces, with enough tubes to launch them all immediately (5 tubes): 5250 tons. They all launch in 1 space combat turn, and by turn 2, they're accelerating at ridiculous-G towards the enemy.
Excuse my need for simplicity.
EDITED: With actual values for docking space and full hangar