I will be using this metaphor the first chance I getYou can only clamp down on a sock and yank it side to side so long before your teeth get sore.

I will be using this metaphor the first chance I getYou can only clamp down on a sock and yank it side to side so long before your teeth get sore.
This is a VLS system. And it still kinda cheats the idea of your launcher costing you zero space, you are just paying the stowage price for 12 missiles. If you went this direction you should really pay 1 ton for the missiles, 1 ton for everything else and consume the single hard point.Oh I like this. This would make missiles potentially useful as a one shot desperate measure. Which edition was this in?
That is true, but in the case of the Container-Launcher in the Companion you would only be doing it once per combat.Right. So for purposes of the game, it needs to be designed such that missile fire rates (or decoy options) relative to defensive capabilities achieve the desired outcome.
Games generally dramatically reduce real world fire rates to minimize die rolls or time consuming calcuations.
Not if they are specifically Dogfight Missiles from the companion.Few people use the dogfight rules for large ships and a fighter that still has missiles to use in a dogfight is what you call a tactical error.
Oh I like this. This would make missiles potentially useful as a one shot desperate measure. Which edition was this in?
No it doesn'tFirst off if does not say it has multiple Multilaunchers.
The multilauncher in a barbette can fire 5 missiles in one salvo, with 4 reloads.I’m tired of of trying to explain how the word Multilauncher means but I’ll try one more time maybe you actually read it. Multilaunchers means multiple launchers that’s exactly the way the word and syntax reads ask anyone who teaches English they will tell you the same. The Barbette does not have a magic missile system that’s never been used anywhere else before are now. I have to think you are just lying to yourself to justify your fantasy of a special launcher that fires multiple missiles. I’ve broke it down over and over and every time you keep either changing the wording or the syntax to justify your fallacy. So don’t respond I only talk to people that’s actually think.
Not when dogfighting.Space combat rounds are 6 minutes
This is incorrect. The barbette has 25 missiles total, so after the first salvo it has 4 reloads, not 5. I know, I am being a pedant. But we do want to get things right don't we?This is how it’s described in the LBB and nothing in mgt2 counters it. Each missile rack hold a missile in the launch position (this is sometimes called the rail) once the rack Launches its missile the reload system moves another missile from the magazine onto the launch rail. In a barbette you have five of these but because of the required space it only carries 5 reloads (I can only suggest that the reason for this is balancing it with the small bay which has 12 launchers with 12 reloads each but requires a minimum of 30 tons vs the Barbette’s 5 tons).
Which is why a VLS system is superior to a single launch rail and reload mechanism. The advantage with the latter is that it is usually easier to reload the weapon from stores.My guess as to why it takes more tonnage the more missiles in the barbette/bay is possible an issue with targeting and possibly the drives interfering with each other. No regular missile launcher be they in a turret, barbette, or bay can launch more that 1 missile every 6 minutes (I’m guessing this has to do with the reloading process and possibly syncing with the ships system maybe even charging the drive batteries tho if this is the case the energy requirements are minimal at best).
I gave a rule explanation, which breaks the whole thing. And the word multilaunchers is THE word in the book, which is why I used it.I didn’t say that I said that the drives might interfere with each other (it’s call interference who knows how overclocked maneuver drives work )it’s an explanation for the rules.
Don’t you start with missreading the combined word Multilaunchers (the word base is multiple launchers). There is not magic launcher that fires faster than all others just because it’s in a Barbette.
I literally never said a measurable amount of power considering the size of the drive and the energy costs of maneuver drives it would be negligible but that doesn’t mean it doesn’t need to charge the missiles battery.
i gave a lore explanation and your having a fit because you don’t like it maybe you should stop arguing.
That is what the book says. plural multilaunchers, singular barbette.Edit: Equipped with multilaunchers, a missile barbette
VLS has the advantage of faster ripple-fire of a large salvo, standard launchers have the advantage of longer engagement times, assuming you devote more space to a magazine. While Traveller doesn't model it, an advantage that a turret system could have is that a hit on a VLS could destroy your launcher and magazine. A turret system could have multiple turrets feeding from one or more magazines and a hit to a turret does not impact your magazine capacity, just your salvo weight.Which is why a VLS system is superior to a single launch rail and reload mechanism. The advantage with the latter is that it is usually easier to reload the weapon from stores.
They sort of implement it in the Sword World's Integrated Munitions System. Distributed ten ton launch modules with their own ready storage. All missile storage is interconnected with an auto-loading system, that can even unload a disabled module.VLS has the advantage of faster ripple-fire of a large salvo, standard launchers have the advantage of longer engagement times, assuming you devote more space to a magazine. While Traveller doesn't model it, an advantage that a turret system could have is that a hit on a VLS could destroy your launcher and magazine. A turret system could have multiple turrets feeding from one or more magazines and a hit to a turret does not impact your magazine capacity, just your salvo weight.
Most of this argument is semantical as the game does not account for much of this.
I am finding stuff scattered all over the placeIt's inconsistent.
However, assuming that the missile pack is still valid, it does mean that missile (solo) launcher and the missile packing case have the same dimensions.
Unless the electronics are hardened against radiation for longer periods than its flight time, then you run the risk of damaging the electronics and firing a dud. They are protected inside the hull from radiation and other exposure to long-term space hazards (rapid heating/cooling is a real thing for anything in space as it transits between sun exposure time frames).We all know how missiles are handled in real life.
Our issue seems more how they are packaged, and delivered.
In theory, you could package a spacecraft missile like a Javelin anti tank missile, and set it up on the hull.
I don't have the SW supplement, so I haven't seen that. Shared magazines between launchers seems like a good idea.They sort of implement it in the Sword World's Integrated Munitions System. Distributed ten ton launch modules with their own ready storage. All missile storage is interconnected with an auto-loading system, that can even unload a disabled module.
Its billed as a spinal mount for missile boats, but the implementation is underwhelming, IMO.
It starts with 5% of the hull for the transfer system, then adds ten ton modules that have a ready storage of 36 missiles (plus four in tubes) and fires four missiles per turn. Any missile storage is automatically attached to the system for free. The system eats 10% of the ship's hardpoints, and each launch module costs another one.I don't have the SW supplement, so I haven't seen that. Shared magazines between launchers seems like a good idea.
The thing that's always bugged me was seeing missile turrets literally mounted right above say a passage way. Traveller missile turret illustrations always show smooth blisters, and there's no way 12 missile rounds could fit there when there is zero room below the turret. At most one round in the tube and then you are done (which seems pretty stupid to me).
I wish they had made magazines a thing in the LBB and carried them forward.
so it's a quad missile launcher with jiggered missile storage stats? I guess I'm missing something in the usefulness of the system other than the cheating on missile storage (which MGT has screwed like every other version has).It starts with 5% of the hull for the transfer system, then adds ten ton modules that have a ready storage of 36 missiles (plus four in tubes) and fires four missiles per turn. Any missile storage is automatically attached to the system for free. The system eats 10% of the ship's hardpoints, and each launch module costs another one.
About the only good part, beyond the initial module load of forty missiles is that missile magazines hold twenty missiles per ton instead of twelve... because Viking magic.
Edit, and the constant replenishment from the magazines to ready storage