rust said:
Rikki Tikki Traveller said:
I make this part of the standard actions taken to prepare the ship when going to "Battle Stations".
It is also standard in most serious military science fiction novels, for example in the Honor Harrington series.
I never have fwiw. I think one of the funniest arguments I've heard about how ridiculous the idea is along the lines of "...and it was standard practice for wet navy ships to open sea-cocks and flood all compartments before battle to avoid rapid sinking in case of a hit in combat."
First off, rapid decompression isn't going to be that rapid from something that a self-sealing hull or slap patch can fix. In fact the best reason for a self-sealing hull is because those kinds of leaks can be difficult to find or get to to fix. You won't lose air so rapidly as to worry about having to get into a vacc-suit.
Second, hits that would cause rapid decompression are going to be such that the last thing you would be worried about is the lack of air. You might even be blessing the fact since you won't be on fire or suffer from the horrendous wounds for long. And if you happened to already have your vacc-suit on it would probably be so shredded as to be useless.
Thirdly, just where do you put your air when you decompress routinely for battle (or Jump precipitation)? If you just vent it how long does it take to recompress and from where do you create this replacement air volume? And if you store it in some compressed form it will require serious warming again to be of use. And you have to factor in the possible damage effects of your highly compressed air safe being damaged in combat.
In my opinion the reason for a self-sealing hull is to reduce or eliminate the need for damage control parties and extra maintenance/repair personnel and gear. It would be common on civilian ships, less so on merchant ships, and unlikely on military ships.
For combat effects I would say you loose atmosphere/integrity entirely only when your hull points reach 0. No amount of patching then will help. You need a shipyard for repairs and your streamlining (if any) is destroyed as well.
For all other hits only Turret, Bridge, and Hold would cause rapid decompression, in those areas only. The Bridge hit already includes crew effects (to answer the did they suit up fast enough question). Turret gunners would probably be the only crew routinely buttoned down in combat armour for battle. These hits would not permit a save from self-sealing hull or slap patches as above and require shipyard repairs and reduce streamlining.
Crew hits may or may not be decompression related. They are as likely to be secondary effects.
Without a self-sealing hull each hit will cause minor atmospheric integrity loss. Eventually you will have no air unless you apply patches manually. How long? That's a ref call I guess...
I'd go on but I've got to run.