Ship Design Philosophy

Mass Drivers are brutal for orbital bombardment with the destructive trait and not losing effectiveness like particle beams / meson guns. ( Lose radiation trait and 1/2 damage when fired from orbit.)
 
baithammer said:
Sigtrygg said:
A VRF gauss gun has a muzzle velocity of 4.5km/s, mass drivers could be even greater. CPR guns struggle to achieve much over 1.5km/s
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The point of a mass driver is more to do with the mass of the projectile rather than the kinetic force. ( Gauss and Railguns are for more kinetic work.)
Nope, it's the kinetic energy that does the damage. Here is the real world massdrivers - or railguns as they are better known as - ar being designed to reach the highest velocity they can. If you want hypersonic then electomagnetic is the way to go since CPR rounds can not achieve the velocities of railguns.
 
Muzzle velocity tends to be the primary difference.

Whatever power requirements the sandcaster launcher has, it's too insignificant to register.

But in a triple turret, you could have a rate of fire of three times ten per minute.

I'm going to assume that you can empty the racks in two minutes before you have to reload, for sixty rounds.
 
Spaceships: Anti Missile Tactics and Cantabrian Circle

The Cantabrian circle (Latin: circulus cantabricus) was a military tactic employed by ancient and to a lesser extent medieval light cavalry armed with javelins. As Flavius Arrianus[1] and Hadrian[2] relate, this was the most habitual form to appear in combat of the Cantabri tribes, and Rome adopted it after the Cantabrian Wars.
A group of mounted javelin throwers would form a single-file rotating circle. As the archers came around to face the enemy formation they would let their missile fly. The effect was a continual stream of javelins onto an enemy formation.

The tactic was usually employed against infantry and bowmen. The constant movement of the horsemen gave them an advantage against the less mobile infantry and made them harder to target by the enemy's missile troops. The manoeuvre was designed to harass and taunt the enemy forces, disrupt close formations and often draw part, or all, of the enemy forces into a disorganised or premature charge. This was commonly used against enemy infantry, especially heavily armed and armoured slow moving forces such as the legions of the late Roman Republic and early Roman Empire.

The advantages of the Cantabrian circle is that the mounted javelinmen do not have to make a perfect circle, allowing them to keep their distance from the enemy. The slower moving infantry have little to no hope of catching the cavalry, putting them at a distinct disadvantage.


You have a fast moving squadron of fighters that fly in a racetrack pattern parallel to the course of torpedo and missile salvos, engaging them at near matching speeds at close range.

Advantage would be that you would have a steady platform that can go duck hunting, since the ordnance isn't aimed at the fighter, and you can turn around and start over with the next group of incoming ordnance.
 
Fly in a racetrack pattern lol.

This isn't Star Wars where ships can bank and turn, pull handbrake turns and the like.
 
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Advantage would be that you would have a steady platform that can go duck hunting, since the ordnance isn't aimed at the fighter, and you can turn around and start over with the next group of incoming ordnance.

Starships have entire batteries dedicated to dealing with small craft and incoming missile / torpedo threats, further these weapons have a longer reach than the small craft weapons outside missiles / torpedoes so a wheeling action isn't in the fighters interest. Instead the mounted archer attack / retreat model works far better outside of fusion barbette strike craft, which have their own issues but greatly benefit from the dogfight rules.
 
But the fighters at close range will have all the time in the world to take pot shots at the missiles and torpedoes, as they travel parallel to the salvos.
 
In which case all they do is match vectors, effective relative velocity zero,

But are the missiles coasting or accelerating? Has someone mixed some smart missiles into the swarm that can target the sitting duck fighters? Or how about a second wave of missiles that can be re-tasked to destroy the sitting duck fighters?

And don't forget the missile swarm is inbound to your capital ships - how are they maneuvering? Away from the missiles? Towards them so they can close with the enemy that launched them?

You really need a game board and a vector movement system - Mayday, Triplanetary something like those - to game out these events to find out the 'realities' of newtonian movement.
 
snoopy_versus_the_red_baron__by_hill9868-d9qyhyl.jpg


Dogfighting time is relative, the opposite of near cee.

In fact, I bet that fighter pilots are juiced up on the slow drug.

As for the likely targets that you'd want to protect from incoming ordnance, namely cruisers and battleships, I'd maintain a long range at minimum.
 
Spaceships: Hulls and Reflec Coating

Sure, it's going to make your fighter a shining beacon in the night, but it will protect you from lasers, and you can outrun a missile. Probably.
 
Inspiration: Millennium Falcon

MillenniumFalconCrossSection-SWICS.jpg


https://www.youtube.com/watch?v=-vkNSp74VIE
Sad truth.

https://www.youtube.com/watch?v=DG6qD3tWxrE
History.

https://www.youtube.com/watch?v=dbFu0UNuf9Q
Behind the scenes.

https://www.youtube.com/watch?v=_OK0oZkbXgc
Lego interior.
 
Inspiration: Millennium Falcon


SWTECH03.jpg


https://www.youtube.com/watch?v=GHFhp594RlU
Super cuts.

https://www.youtube.com/watch?v=od6km24d1yo
Not so super cuts.
 
Spaceships: Planetoids and Hull Options

I don't see that in most cases it's possible to coat the planetoid to make these effective.

The exceptions probably are Emissions Absorption Grid and Radiation Shielding, which seems more of an internal arrangement.

Maybe heat shielding?
 
Why not build an artificial planetoid hull? Real planetoids of the volume needed to make ships are very very rarely more than a loose conglomerate of dust and 'ice'.
 
Trivial smelting costs considering cheap fusion power, negligable if you use solar powered heaters, all you need it time.
 
Shake and bake.

It's obvious but without some form of costing, hard to introduce.

Proportions would be the same, you still need to make the hull twenty percent of volume.
 
Sigtrygg said:
Why not build an artificial planetoid hull? Real planetoids of the volume needed to make ships are very very rarely more than a loose conglomerate of dust and 'ice'.

You'd be better off making a conventional hull than an artificial one as the cost reduction is the fact that the planetoid already provides the external portion of the hull.

Not to mention a fair number of planetoid objects are a more solid base than ice or dust balls.

One of the best uses of a planetoid is a siege platform, where you place a refinery to smelt iron content with a factory to produce ammunition and install a spinal railgun.

Also useful for creating low cost bases.
 
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