No problem there, 13 tons of bonded superdense are less than 1 cubicfar-trader said:AndrewW said:...I've put 13 tons of bonded superdense on a 10 ton fighter.
Wait... what?
meter of material.
No problem there, 13 tons of bonded superdense are less than 1 cubicfar-trader said:AndrewW said:...I've put 13 tons of bonded superdense on a 10 ton fighter.
Wait... what?
hdan said:Or....
Assume a 100 ton ship is the "baseline" for the armor thickness. However many tons of armor it takes to get (for example) 4 armor at 100 tons is the minimum amount of matter that it takes to get that armor value. So a boat that wants 4 armor pays for it at the 100 ton displacement.
DFW said:hdan said:Or....
Assume a 100 ton ship is the "baseline" for the armor thickness. However many tons of armor it takes to get (for example) 4 armor at 100 tons is the minimum amount of matter that it takes to get that armor value. So a boat that wants 4 armor pays for it at the 100 ton displacement.
That's not how it works.
Example. You want to use enough plexi-glass to make a 100 ton ship protected from pistol fire. It takes one inch of the material to reach that armour level. One inch times the amount of area to cover = 1 ton (example only.)
A 10 ton fighter to get one inch of plexi-glass over its surface area takes 1/10 ton.
The Volume var in MGT rules takes the place of surface area var for simplicity. So, the % is the way to do it. it isn't total armour mass but, thickness.
DFW said:hdan said:Or....
Assume a 100 ton ship is the "baseline" for the armor thickness. However many tons of armor it takes to get (for example) 4 armor at 100 tons is the minimum amount of matter that it takes to get that armor value. So a boat that wants 4 armor pays for it at the 100 ton displacement.
That's not how it works.
Example. You want to use enough plexi-glass to make a 100 ton ship protected from pistol fire. It takes one inch of the material to reach that armour level. One inch times the amount of area to cover = 1 ton (example only.)
A 10 ton fighter to get one inch of plexi-glass over its surface area takes 1/10 ton.
The Volume var in MGT rules takes the place of surface area var for simplicity. So, the % is the way to do it. it isn't total armour mass but, thickness.
kashre said:I'm not sure if the "thickness" scales differently based on different hull shapes though... and I certainly don't want to calculate all of that out when designing ships.
I *do* think that armor should be less on a fighter for a given percentage of hull volume than on larger ships though... I might just declare it to be half as effective on any ship under 50t and leave it at that.
rust said:It is after midnight over here, so I am not certain that my mathematics
are perfect, but I think the example shows where the problems with ar-
mouring small craft are hidden.
I could even imagine it with a sphere. Just take a look at the mercenarylocarno24 said:Reading this discussion - found myself wondering about directional armour - a sphere doesn't really work but as soon as you go to a hull shape with less 'projected' cross-section, you should in theory be able to armour one facing and present that to the enemy.
kashre said:My main problem is that almost any fighter is almost immune to the vast majority of weapons that might generally be shooting at it.
kashre said:Well... first off, under most any circumstances I think it's likely that fighters would be fired on by fighters as well, and pulse lasers vs 10+ armor aren't terribly useful.
kashre said:Well... first off, under most any circumstances I think it's likely that fighters would be fired on by fighters as well, and pulse lasers vs 10+ armor aren't terribly useful.
kashre said:Well... first off, under most any circumstances I think it's likely that fighters would be fired on by fighters as well, and pulse lasers vs 10+ armor aren't terribly useful.