Condottiere
Emperor Mongoose
You could have a secondary use for the tubes, as ortillery and a really short range railgun spinal mount.
Reynard said:F33D, hangars are based on one craft each at a particular tonnage. Whether individual or combined. They can be clustered together but they're still separate units for service, prep time and launch. 10 fighters will occupy 10 hangars and can simultaneously launch BUT they are all affected by the rule in High Guard stating it takes 30 minutes for each hangar to prep and launch their craft.
Reynard said:The addition of a lift to a hangar actually adds time as you still have the 30 minute prep and launch time of the hangar plus the time, say one turn, to raise the craft to the deck while the hangar or a combination of hangars allows simultaneous launch once prepped. Would the launch deck also be a feature, adding tonnage dedicated to the launch process, that can't be done from the hangar itself? If you hand wave this of course it becomes more efficient and gives a big write off. If its just lifting craft outside the hull, you do a better job opening the hanger door and releasing a craft which I assume is part of the 30 minute window of launch operations.
Reynard said:F33D, hangars are based on one craft each at a particular tonnage. Whether individual or combined. They can be clustered together but they're still separate units for service, prep time and launch. 10 fighters will occupy 10 hangars and can simultaneously launch BUT they are all affected by the rule in High Guard stating it takes 30 minutes for each hangar to prep and launch their craft.
Reynard said:I think everyone is misinterpreting the meaning of launch tube as only the actual tube. Looking over some of the carrier deck plans, the entire assembly includes maintenance areas, ready racks, a fast load track system AND lifts. The tubes themselves are not that big. That means a 'launch tube' is a highly optimized all in one system for rapid launch and recovery. That's not wasted tonnage.
Reynard said:Nothing real... must be how modern aircraft carriers prep, move and launch their entire flights in mere minutes.
Condottiere said:This is complex.
1. Placing a clamped smallcraft into a hangar while in transition - depends on the nature of the universe inside the jump bubble, and if you can get a crane to to do it.
Condottiere said:2. Launching from a clamp - once the crew is in and performed the usual flight checks, I'd say it takes a turn; reclamping probably does take longer.
Condottiere said:4. Flight deck - you could bracket and park the smallcraft there, though directly prepping the smallcraft in the hangar and then elevating it through an airlock (presumably) would take longer.
Condottiere said:5. Misinterpretation of launch tubes - unlikely
Condottiere said:6. Difference between traveller and real life - carrier operations take place in an atmosphere, and operational experience indicates everyone is happier with more space (per aircraft), which is why thirty percent might be a tad too tight; also, have to clear at least two sets of doors, unless it's actually a garage.
CosmicGamer said:Why and how often do fleets meet up in deep space?
Going to open a new thread for this.F33D said:I'll answer the completely obvious "why". Because a fleet HAS to jump no closer to a planet than 100D and the opposing Gov wants them kept as far from the planet as possible to protect its citizens. Also, jumping ships fairly often end up days away from the target planet.
So, that tells one that deep space encounters are FAR more likely than orbital encounters between fleets.