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Emperor Mongoose
Greetings,
Is it possible to store fighters within a launch tube, or are hangars needed too?
Is it possible to store fighters within a launch tube, or are hangars needed too?
Reynard said:Remember one thing about a launch tube, it is primarily a REALLY big gun and the ammo isn't stored in the barrel. You load the barrel with a fighter and launch. The other end of the barrel is recovery. This barrel needs to be clear for those two functions. At launch and recovery, the tube will also be in a vacuum. That's also bad for storage. The hangar/launch system will be placing craft in and out in a smooth probably automated system for maximum flow.
Reynard said:One way to allow fighters to be part of the launch tube is have each fighter in it's own tube. This could be a great pirate operation in which fighters are shotgunned into combat then recovered with a port for the pilot to get in and out but there are no facilities for repairs or maintenance which will be done back at base.
Why can't launch tubes be airlocks? Lets say each launch tube as a door at the end to space and another door that opens up to the interior of the carrier ship. The pilot walks into the launch tune while its pressurized and climbs into the cockpit of the space fighter, he closes the canopy and seals it, the door to the launch tube is closed, the air in the launch tube is evacuted and the outer door opens, and the fighter is launched out of the tube.Reynard said:Problem with docking clamps is there's no means to transfer between vessels unless you include a docking tube and airlock for each clamp arrangement. Expensive. That means fighter pilots live in their fighter for the duration of a mission. Don't think that works well. There's no maneuver or jump issue if these attached vessels are included in the design but that's seems wasteful for tonnage with little return. Seems best for battle tenders.
seriously, if you're looking for a lot of fighters to launch en masse you need launch tubes and then you have to decide if those fighters are meant to be maintained, repaired and rearmed onboard the vessel or returned to base for such service. That decides if you have hangar space or fighter storage space which allows a pilot to enter or exit and not much more. For planetary forces, I could see Light Patrol Carriers using fighter storage to save space and cost as they would have a service facility nearby during port call at the end of a patrol cycle.
I guess your not talking about the 2003 Battlestar Galactica, because I never recall seeing a single force field in it. The original Battlestar Galactica was almost as bad as Space 1999.Reynard said:A modern carrier launch system is more a slingshot than a gun.
It takes 30 minutes to launch or recover ONE craft using a bay or hangar facility. A launch tube is able to launch/recover up to 10 craft in six minutes! That's a lot of mechanical operations. Battlestar was launching very few compared to the capacity of a Traveller ship with launch tubes plus they had force field 'curtains' at both ends of the launch decks so they could have exciting interactions there. From what I remember from deck plans, the BS fighters had to be towed from storage into the launch chamber with the pilot getting in when the script said it was most dramatic then was catapulted through the mentioned force field. I guess someone could have force fields like that in their Traveller game plus expansive naval carrier style decks but the game mechanics are geared toward a 'reality' a bit different. Tubes are for rapid launch/recover while hangars and bays are for storage and possibly slow launch/ recovery.
Tom Kalbfus said:I guess your not talking about the 2003 Battlestar Galactica, because I never recall seeing a single force field in it. The original Battlestar Galactica was almost as bad as Space 1999.
Reynard said:It takes 30 minutes to launch or recover ONE craft using a bay or hangar facility.
locarno24 said:I've never been able to see that - and I thought I'd looked for it before. Where is that reference in the books, please?
High Guard Page 46 said:Launch tubes: Launching and recovering small craft from a larger vessel is usually an activity taking 30 minutes to launch or recovery one craft.
Reynard said:Launch tubes are big to start with, 25x the size of the craft intended to use it, and they are meant to feed and launch very rapidly. Evacuating and depressurizing those tubes would probably be time consuming. I did notice the two tubes on the Antiama class fleet cruiser are nowhere near 25x the fighter size. I have a feeling 'what we say and what we do' is at work.
I checked the Azhanti High Lightning class frontier cruiser both in Mongoose Fighting Ships and the 1980 boxed set for a reference especially that deck slice view. The color deck plans are excellent as they show the fighter deck components. The fighters are on a 'race-track' system that is evacuated while the rest of the two hangar decks are pressurized. The fighters are loaded and fired like an automatic weapon, upper deck uses port and lower uses starboard. They are both recovered by a single underbelly dock and reloaded into the track for storage and also the old Supplement 5: Lightning Class Cruiser states that fighters use the aft end of the launch tubes at the boat deck for recovery then are transferred to their hanger area via the race-track. Just like a naval aircraft carrier, the fighter lines up with the aft of the ship and either remotely or manually flies in. The guidance technology should have no problem.
AndrewW said:locarno24 said:I've never been able to see that - and I thought I'd looked for it before. Where is that reference in the books, please?
High Guard Page 46 said:Launch tubes: Launching and recovering small craft from a larger vessel is usually an activity taking 30 minutes to launch or recovery one craft.