phavoc said:
wbnc said:
at first I had the same reaction..then had to rethink the subject..after a few posts.
first off I think these missiles should be seen more like a big Anti-ship missile...at least for now..not as something like a sparrow, or sidewinder,.
A maverick missile..a very heavy missile in modern terms is high subsonic to trans-sonic...714mph, a harpoon anti-ship missile is even slower, 514 mph. In Traveller terms/mechanics, they have lower acceleration than dogfight missiles.
But you are conflating an AGM with a cruise missile. An AGM doesn't "fly" so much as falls towards the target in a powered state. There are no SSM Mavericks, just air launched. Also the range of the Maverick is about 22km. The range on the Harpoon is 100km beyond that. And Harpoons speed is 10x that of it's intended targets. Yes these are both missiles, but beyond that they aren't equivalent. One is a land-attack (you could I suppose target a vessel with one) air-dropped only, one is a sea/air/land launched effective only against naval targets. Harpoons are autonomous and mavericks are usually guided. It would be better compare the Harpoon to say an SSN-22 Sunburn. 500mph vs. Mach 3. Both have the same sort of launch and targeting profiles, but the Sunburn is much bigger and WAY faster. In Traveller terms the Harpoon might be the standard missile and the Sunburn is the torpedo.
wbnc said:
basically these are offensive missiles, not dogfight missiles. long range heavy warheads meant to deal damage to large targets.
you don't have to out run a missile, only out maneuver it....if you laterally accelerate at 6 gees, and a missile can only accelerate at 5 gees then odds are you can force it to miss.
I vaguely remember an 4-4 pilot explaining how they evaded SAMs, when they spotted them they turned hard into them to change rate of closure and force the missile into a tight turn..the missiles couldn't follow and would overshoot.
same principle would apply here, not for most ships, but for ships that can generate 6 gees or better....they just out maneuver the missile forcing it to try and execute 6 gee turns....
also by accelerating away from a missile, you increase the time to impact, basically reducing a missiles thrust by your thrust rating....and since it takes units of thrust to close range, by lowering the missiles effective thrust rating ( not actual rating, but relative to you) it gives you more time to jam it, decoy it, or shoot it down.
All very true. Except that in space there are no limitations on control surfaces. The reason you can outmaneuver a missile in the air is that an aircraft has far superior abilities to change heading and direction with its vastly superior and larger control surfaces. It has wings for lift, aierlons, flaps and rudders to change directions. A missile has a rocket that is always pushing it forward and relatively tiny control vanes to make changes. Also an aircraft experiences energy bleed when making maneuvers, but the pilot can easily counter that. A missiles solid-fuel rocket engine burns at a continuous rate and cannot make those changes.
Which is why aerial missiles have proximity warheads to better their odds to hitting or damaging an aircraft. A modern missile going up against a modern aircraft with a well-trained pilot has a low chance of actually impacting with the aircraft to detonate it. Usually those types of hits are from infrared missiles hitting the engines. I don't know what the percentage of actual real-world strikes against equivalent tech enemies is, though I suspect low (and much attributable to poor pilot training).
wbnc said:
this is pretty much how warships evaded torpedoes in naval battles...I distinctly remember that the Yamato was removed from the board at Leyte gulf when it had to maneuver to avoid torpedoes...
Torpedoes in WW2 were fired at long range and, unless they were the more advanced ones that could home, on set paths that could be avoided if the ship had enough warning and was nimble enough on the helm. Which was also why they were often fired in a spread to ensure that the enemy could not evade all of them. It's also why some had magnetic heads set on them to detonate under a ship's keel (it also was the most deadly of attacks), because sometimes the torp passed under the target.
Both the Yamato and Mushashi (and all of the ships of the fleet) were swarmed by aircraft. The Mushashi took over a dozen bomb hits and about 20 torps to sink it, not sure what it took to sink Yamato, though I suspect it was somewhere along the same lines. At one of the first naval battles off Guadalacanal (Battle of Savo Island) the Japanese sank a cruiser with a torpedo spread fired from max range (about 40km). It was sheer dumb luck they were able to hit them, and, of course, it's near impossible to see torpedo wakes at nighttime.
The issue of speed and response time on the helm was the reason that the zig-zag maneuver was invented for slow-moving convoys. Torps had a helluva time of hitting a high-speed target. A little bit of trivia here. The Queen Elizabeth was converted to troop transport during the war, carrying something like 10k troops per trip. They were also very high speed and rarely traveled with escort because u-boats couldn't catch them or really even target them. The Queen Mary even sunk an escort cruiser once when the two ships zig/zagged into each other. The Queen Mary cut the little cruiser in two and sailed on with only minor bow damage (easily done when you are 10x the size of your target).
since in space all objects use direct thrust to maneuver, and do not need to fly with their nose, or drive pointed in the direction of travel, a missile can rotate around it's axis and use it's drives as maneuver thrusters...meaning it can apply all 5 gees of thrust in any particular direction at once..not the admittedly feeble aerodynamic lift generated by fins and vanes.
however a vessel with 6Gee thrust can do the same, meaning it can accelerate at 6gees perpendicular to it's direction of travel, at any time by rotating it's nose and pointing it's engines in the direction it wants to accelerate.
I am also fairly certain that by TL-12 someone will figure out how to put a throttle on a missiles drives...so it can adjust it's thrust...however both vessels are limited by their maximum thrust..5 or 6 gees respectively. and since centripetal, and centrifugal force still apply in zero gee.. a missile can only overcome 5 gees worth of either...a 6 gee vessel can outmaneuver it along any axis of travel, generate a Gee of acceleration over it in a turn, and cut a tighter circle in space at full thrust.
nwifa missile has been accelerating at full thrust for several minutes, or tens of minutes it's maximum velocity is going to be high, which means its velocity alone will generate a large amount of centrifugal/centripetal force in a turn...it's main drive can only overcome 5 gees worth of centrifugal, or centripetal acceleration...where the target burning at 6 gees , and if the pilot is smart, lower starting velocity to begin with.
and since energy bleed due to drag is a non factor the only way the missile can slow down to match a turn is to burn Gees from it's drives, which makes it harder to match the maneuvers of the target...
that still leaves a 6 gee vessel, or small craft at an advantage in a maneuver...the odds of a proximity warhead getting close enough to the 6 gee vehicle is slim since even a large SAM has an effective range of 100 meters or less. and since most starship have the rough equivalent of a main battle tanks armor frag isn't going to do much good...
I know the compassion leaves a lot to be desired, when it comes to WWII weapons and vessels, but it's the best analogy I can come up with.... the speeds, distances, and comparative armor ratings are off but the principles are close enough.
Historically out maneuvering, guided or unguided weapons has proven effective..and since we are projecting and predicting future trends by the best analogs we can come up with..with a daskh of science and physics tossed in...it's as good as you get using a very basic framework.
Even in a sci-fi setting I remember a good maneuver in star trek computer games where the computer handled the math, and behavior of stuff...you could out run a missile, at long range, simply by out turning them...the missiles didn't have enough thrust to keep up with a fast ship, or match it's turning ability..of course firing off missiles at close range was more effective..since the ships didn't have time to react, or open up the range far enough to outpace the missiles...
in a modern dogfight the same rules have seemed to apply. About the only time a missile has a good chance is when the reaction times are short, and the other guy isn't trained to exploit the advantages of his craft over the missile.otherwise the missiles usually end up sailing off into the wild blue.