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Weapon systems, part 0001

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  • Weapon systems, part 0001

    Some time ago, I've begun to hinder local folks by my knowledge in high energy physics. I still think that "realistic" weapons and armor can't make StP more doomed it's already is. I do remember lot of ways of bringing good things to death, all are worst.


    1. Rail guns. Employs electromagnetic force (Amper's law) as way of acceleration. This stuff consists of two sturdy conductive "rails" with small constant width gap inside. This rays are connected to high power pulsed voltage generator (what currently means _huge_ capacitors battery; this batteries generally aren't easy to climb on). Projectile is placed between rails. After pulse, rails are connected via streamer type discharge. This discharge forms Pi-like contour which "want" to remove projectile from itself. Naive estimations may say what theoretical limit of velocity is c, but there are some really nasty plasma ion instabilities what hinder human-kind lust of blood and place ceil near 10 km/s. Real rail guns I've seen made something like 4-7 km/s, or 2-3 times better than chemical guns. Disadvantages: needs huge pulsed power supply, rails become terrible twisted after single shot, projectile becomes heated and deformed. There is huge room for improvement, BTW.
    2. Advanced conventional guns. Conventional == stuff with long accelerator barrel which pushes projectile via pressure. Modern chemical guns are near their theoretical limit, and its hard to improve. Bacicaly, it depends on specific energy of gunpowder and molecular weight of its burn products. But barrel itself may be to young to die.

    a) Two-stage guns. This stuff is used in high energy physics, especially in America (Russians prefer explosives) and consists of ordinary gun barrel that accelerates heavy piston. This piston then compress light has (H2, He) is so-called high pressure camera. Real projectile is placed in second barrel, just near intake, so it can be "escaped" by working pressure but not before. This projectile can be accelerated as fast as ~10 km/s. Disadvantages: huge size, extremely slow fire.

    b) Plasma gun. Rather than gunpowder, we may use other propelent with external energy source, so specific energy limit may be effectively overridden. Disadvantages: needs huge power source, so may fire slow. Barrel will be surely damaged by superheated plasma. Scheme with internal nanite repair is left for readers exercise.
    c) Laser or beam acceleration. This stuff is like previous, but we may use rear part of projectile as propelent (much like rocket), with laser or beam heating. Currently, people accelerate thin foils to ~100 km/s. Disadvantages: needs much power, laser beam will be blocked by spreading plasma cloud. This stuff isn't especially "conventional", as it may be used without any barrel. Why I placed it here?


    3. Plasma cannons. This stuff isn't as deadly as old Doomers may think. In fact, it's almost harmless. Plasma may be really hot, but its density is too low. Wonder if may be used in any atmosphere. In vacuum, spreading will limit range, too. Concerning Star Trek plasma torpedo: even this stuff isn't total buzzword, it's really hard to implement. Hot plasma tends to cool down really quick (in matter of microseconds), it's intrinsically unstable and hard to control even with lots of huge magnets hoarding around. IMHO, it may be even theoretically impossible to bind this stuff from inside... But, plasma tech may be used inside warheads of missiles (or "drones" in Star Trek science blasphemy).


    4. Particle cannons. This stuff may be really nasty way of sending stuff to hell. Particles may be easily accelerated to speeds indistinguishable from speed of light in sense of targeting, so it isn't easy thing to dodge. Currently, "military grade" accelerators may be subdivided into 3 ranges:

    a) Electron beams. This stuff may be done huge, pulsed beams may be almost arbitrary energy, end their efficiency is about 50% (without battery). Disadvantages: electron beams tend to collapse, producing "overkill" energy fluxes, electrons have too small penetration depth even against "light" materials, producing too quickly attenuating shock waves (compared to projectiles), it may be deflected using electromagnetic methods.

    b) Proton beams. This ones are bigger, more energy intense, and more costly bigger brothers of electron beams. They are less efficient, too. But protons have much more penetration, while they tend to produce so-called Bragg's peak.

    c) Heavy ions & friends. Currently, they're junk. While the above accelerators are, in general, "streamers", or, more precise, linear, ions currently can't be accelerated to dramatical energies and needs so-called accelerating rings - bulky, heavy, inefficient. Heavy ions can't be accelerated in much quantities, and while energy flux isn't as bad, total energy is pity.

    Common disadvantages: All the above needs really lot of energy to operate.


    5. Static cannons. These ones are basically macro-particle linear accelerators,
    usually powered by Van-der-Graff statical high (several MV are easy) voltage generators. They accelerate micron-sized particles which are charged beforehand. Achieved velocities may be as high as several hundred km/s, but ROF and general kinetic energy flux isn't as spectacular.


    6. Explosive acceleration. Plate placed on big explosive charge may be easily accelerated to several km/s (depends on explosive used, TNT < RDX < HMX~the_best). With some tweaking, this tech may be employed for killing stuff. In fact, it's already used. BTW, thiner plate = more velocity, but long projectile is far better is senses of both penetration and ballistics. This problem may be resolved by specially shaped charge that deforms accelerated plate (in fact, real deformation occurs after acceleration) and makes it "flying fist" rather than flying pancake, but I fear I shouldn't say any further. Use your imagination for details...

    Analogous stuff may be performed using so-called electrical explosion of conductors, which occur then conductive media is almost instantly overheated to plasma temperatures via _huge_ current. BTW, electricity makes better energy than chemicals, but chemicals are "encapsulated" energy and easily available at any time, while electricity or likewises must be produced, not-so-easy stored and then used in one unit. Suggestions?


    7. Lasers. Lasers definitely are more dangerous in SCSI-fi rather than real life, but it may eventually change (still unlikely, tough). The main problem with laser "fire" is its extremely low penetration depth (~wavelength in metals) and easy blocking by plasma. Inside atmosphere, it causes so-called laser "spark" which is due to avalanche-like heating of air initiated by hot plasma emitted form the target. This phenomenon may even damage or destroy laser itself. Hey, laser may be destroyed by single dust particle sitting on its "face" surface, as it particle will explode, generate cloud of plasma and eat all the pulse energy in deathly dangerous vicinity. So really powerful lasers are placed inside "clean rooms" what is really far relative to battlefield.
    If your fire laser and still alive, you mustn't be disappointed by the fact that only first several ns of your pulse are really effective. After this time (more if target is covered by something hard to vaporize, say, tungsten or niobium carbide) laser beam in fact heats cloud of plasma rather than target. It's exactly like earth ionosphere what mirrors long radio waves, but much more dense. OK, target is still heated by cloud's IR radiation, heat transfer and attenuated laser beam, but it not such fun as at beginning. So you must choice: either you make really short pulses (wasting much of laser's energy via so-called "efficiency modulation" technique) or waste pulse energy by heating air and generating nice bright flash. Your desire.
    Recently, new kind of lasers was introduced, namely femtosecond lasers (1 fs = 10^-15 s). This stuff hinders matter by different way. It's pulse if to fast to do something with ion lattice, as their time of response is something about ~10^-12 s. Electromagnetic field in this beam is so strong that it can easily stone electrons from atoms. This electrons become really fast and run away from beam like mad. Ions become disappointed by this and also become angry, just after 10^-12 s. This stuff is called "Coulomb's explosion".

    So modern lasers are strange creatures, but they're still hardly usable for military. But, this problems may be overridden via either sheer pulses energy or clever and novel techniques that I'm unaware of, like spatial energy profiling and so. Later, I may question my colleagues that are in it. Currently I know that ring patterns are more profitable to use, they are less hindered by plasma and shock wave may be focused at desired depth in target, forming so-called Mach's surface. Periodical wave strobing is also OK, as it cloud may dissolve between pulses.


    8. Microwave. Your can toast your enemies from great distances using pulsed microwave energy emmiters. This waves may be aimed using so-called phase lattices. This stuff is fairly [cost]effective, easy to use and not so disappointing as lasers. Microwaves may be stopped by any conductive material, but they tend to use even tightest flaws to break thru. It's great stuff for melting enemy's circuits, cooking brains of their soldiers etc.

    9. Sonic. Sonic waves may be dangerous. They may be focused to small surface and bring the power for people - unwanted power. Infra-sonic waves are deadly for living creatures. It's natural precursor for many catastrophic events and wreaks terror even among steel-heart ones. High intensities are in fact deadly. It's almost impossible to insulate from (cause it the same as with "long projectile is better", can your comprehend it? If not, I need to explain this better). But this stuff still needs some media, earth or water if better than air, but air is enough to kill lot of people... kinda neutron bomb without radiation... dirty thing.


    10. Nanites. This thing seems to be favorite gadget in StP, but it was mentioned as armor enhancements. BTW, all-eating nanites may become deadly weapon. BTW, I'm still wondering about their energy source, communications and control.


    11. Missile/bomb/mine warheads. The main problem with missiles and their ilk is traveling to its prey, which among other things encompasses propulsion problem. But, StP is something about space colonization, so let's say we have pretty good prop in hand. I'm not a rocket engine expert, but I really know how they really work (including real working examples... fear I can't say which examples and how good they are except that they are exciting good in some aspects) and modern propulsion tech are close to its theoretical limit (darned specific energy and molecular weight). So you need something really new. Concerning warheads:

    a) Chemical ones, currently 99.9% of net use:

    a1) HE - most commonly used, dumb type known several centuries (to Chinese at least). Penetration depth is roughly proportional to caliber and isn't exceptionally fascinating. Warhead may "wait" some time from impact before actually detonate as it may penetrate deeper into enemy structure or unit. BTW, buildings are more easily exploded from low levels and perfectly placed charged or bombs must be somewhere deep, preferably nearby carrier walls. This is also true for killing, say, ships.

    a2) Cumulative ones: form tight stream of really fast "heavy metal" (it's fun, but this metal isn't dramatically hot, at least until it strikes something; it's "dissolved" by pressure rather than heat; shock waves in general aren't especially good heaters while they're not really "strong"; without much of math, common explosive wave isn't especially "strong" while air wave generated by a-bomb is). This stream splices thru armour and makes big deals. Warhead can't be rotating. Velocity may be about ~10 km/s, and even more for electrical collapce.

    a3) Napalm and friends: Either day is to cold or morning isn't smelly, you may bring more warm to your life using this sticky jelly. In general, napalm consist of some fuel combined with jelly to stick to walls, ceil, skin etc. _Some_ states (NATO and USSR for sure) add some more dopes which makes cure for burns impossible. This stuff is usually employed in special containers what spread it over great territory. Napalm tends to sink even into smallest flaws, easily burns on ceiling, and tends to drop oxygen level dramatically. Isn't especially good against armour.

    a4) Volume explosion. Warhead expands great amount of gaseous fuel into air, then ignite. Ka-boom! Great, strong, "long" explosion from that isn't easy to hide.

    b) Fission: BTW, a-bombs tend to decrease their size over time, today it may be fitted into 230 mm gun and even less.

    c) Fusion: way to dirty, big and lethal, this things may really object minaturisation. BTW, "inertial confinement fusion", dream of at least 50% physicist in high energy physics (hey, this dream is too long!) may eventually lead to production of really small fusion _targets_, but they must rely on some external energy source. For example, attacker may "ignite" it via some beam if it's pretty nearby some sweet victim.

    d) Anti-matter? Much a bang for much a buck, this stuff isn't easy to obtain and even harder to store. This thing may eventually become ultimate killer, obliterating entire worlds with suitcase-sized gadget. Dust sized ones may be used for killing tanks or so. Someone knows how to create this stuff en mass?

    e) Collapsars? BTW, these ones may be formed by sending lot of matter (or energy) into small volume (its size for spherical geometry is known as Shwarchshield's radius if I spell correctly). This matter/energy will form "black hole". Unless you're sending something really heavy (earth mass fits), this black hole will "evaporate" in matter of fractions of femtosecond, forming storm of high energy particles. So your effectively waste your energy, converting form one form into another, less suitable for destruction. If formed inside target, it may eat atom or two before collapsing, if it's extremely lucky. Any reasonable big black hole must be _*H*E*A*V*Y*_. Moving collapsar may trek thru its victim, eating unlucky sparse particles and will eventually explode, so this stuff may be used as form of "delayed explosion", but it must be really fast in order to travel any macroscopic distance. Gravitation forces isn't as dramatically huge as one may think. BTW, two gravitation acting on pair of electrons placed with 1 m in between is ~ as electrostatical force acting on pair of electrons placed in ~700.000 l.y. So I still thing collapsars as weapon simply can buy the candles.


    Almost all of the above needs _LOTS_ of energy to operate. Currently common schema involves huge capacitor batteries. For example, my favorite e-beam is feeded by battery of 20 sections of 7 capacitors in each. Every single capacitor weights something like 32 kg. This accelerators is fairly compact, more powerful have even more disappointing properties.
    Please stop crying, now good news. This parameters seems to steadily improve, but I think that it will hinder high-tech weaponry for long time in future. We may use other energy sources. For example, coil "capacitors" are almost 100 times more light, but less reliable and more costly. Explosive generators are also good asset, as they transform chemical energy into electrical pulse of great power (GWts are possible) by collapsing electrical contour from which magnetic field can't escape due to conductive shielding. The same may be used for would-be fusion generators. Use your imagination. I'm already bored and need some time to recharge my batteries.
    Last edited by targon; December 6, 2002, 08:40.
    If you don't see my avatar, your monitor is incapable to display 128 bit colors.
    Stella Polaris Development Team, ex-Graphics Manager

  • #2
    Ack...put some [ b ]bold [ /b ] text in there, and some extra blanklines, maybe one between each number...
    <Kassiopeia> you don't keep the virgins in your lair at a sodomising distance from your beasts or male prisoners. If you devirginised them yourself, though, that's another story. If they devirginised each other, then, I hope you had that webcam running.
    Play Bumps! No, wait, play Slings!

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    • #3
      Done. Any other suggestions, quiestions, proposals?
      If you don't see my avatar, your monitor is incapable to display 128 bit colors.
      Stella Polaris Development Team, ex-Graphics Manager

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      • #4
        Thanks, lot more readable.

        No suggestions, no questions, and no proposals either...i just like the explanation with all the types of weapons.
        Very interesting post
        <Kassiopeia> you don't keep the virgins in your lair at a sodomising distance from your beasts or male prisoners. If you devirginised them yourself, though, that's another story. If they devirginised each other, then, I hope you had that webcam running.
        Play Bumps! No, wait, play Slings!

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        • #5
          Well the Power Source for the nanites could be as follows:
          A generator on the command vessel and/or object.
          The generator enables a wireless power field. Where the nanites would be powered by a far distance and wont need to have power cells attached to them. This generator would of course need to be near the vicinity to operate the nanites but it would provide a good power source.
          -J.B.-
          Naval Imperia Designer

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          • #6
            Very interesting post, indeed. Long too.

            How do you know all this stuff, anyway?

            About antimatter. It's currently produced by nuclear reactions, so it's extremely dangerous to make and at the time, it costs more energy then it produces. It's a long way from a weapon.

            Why is our world so matter-dominated? Why, directly after the big bang, didn't matter and antimatter collide again? I hope I won't make the whole thing sound too startrek , but maybe, in space, there are antimatter-clouds/phenomena that you can harvest and use. Not only as a weapon, but also as a powersource.
            Michiel Helvensteijn
            --
            SPDT Member: Helpmate

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            • #7
              I have read over a lot of it and this i what i came up with:
              (in random order)

              missiles/rockets will not work in outerspace. you cant carry the fuel in a rockets to follow a fast moving craft in space. a small alteration in the path of a spaceship and it costs a lot of enegry to alter the rocket...second of all normal way of altering the rocket will not work in outerspace. you will need even more enegry (= more fuel) to do it.
              in the atmosphere they work fine

              we build a railgun at school and we could destroy a woodenboard...the only problem was that that it could only be used ones by us.....but if some kids can build that in school with simple stuff i believe we can use them A LOT in StP at least in Space...problem if you use them in space.....a year later another ship my be hit by it....so what to use in space?


              i have been thinking about that a lot.....we will have enough weapons we can use on the ground...but what kind of weapons are we going to use in space?
              the only think I can think of are missiles...but because i already tought of that as in possible....then i think we need to think of very big missiles with the same kind of propolsion as our spaceships will have (never ending I guess)....and the ability to shut down and return to the ship if it fails...and spaceship will not explode.....because all the pieces of the ship will hurt the other ship so the only way to defeat an enemy spaceship is to make a hole in the ship without an explosion....that will directly kill everone on board.....just some toughts if we are going to be realistic then we have a HUGE problem in space combat
              Bunnies!
              Welcome to the DBTSverse!
              God, Allah, boedha, siva, the stars, tealeaves and the palm of you hand. If you are so desperately looking for something to believe in GO FIND A MIRROR
              'Space05us is just a stupid nice guy' - Space05us

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              • #8
                Well, I'm not sure if a 'forcefield' is realistic enough... (Is it possible in theory?) But if there is a forcefield that can stop molecules from passing it, it can be used as a containment-field. In the event of a hole in the ship, a containmentfield can be placed to prevent everyone from dying. (Also, it can lead to 'shields' around the whole ship)

                Star trek may be fictional/unrealistic, but it can be a great source for ideas. Tell me if it's really impossible.

                But I think a lot of the weapons Targon suggested can be used in space. Using projectiles in space is hard (not impossible), but I'm not sure about the rest of them.
                Michiel Helvensteijn
                --
                SPDT Member: Helpmate

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                • #9
                  I read through the post by Targon and I have to say it looks very impressive. I didn't come up with anything to add now, but I assume DBTS could be right about his claims, but I'll leave it for someone else. I'll lurk until that.

                  If we get weapons added for space use too, then I'll get this included in GOD as the basic structure for the weaponry used in StP for both space and planets. That should make it easier to design individual units and weapons.
                  "Kids, don't listen to uncle Solver unless you want your parents to spank you." - Solver

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                  • #10
                    yes but many 'normal' weapons are not fit for space...maybe only lasers but as Targon said they are pretty hard to make
                    Bunnies!
                    Welcome to the DBTSverse!
                    God, Allah, boedha, siva, the stars, tealeaves and the palm of you hand. If you are so desperately looking for something to believe in GO FIND A MIRROR
                    'Space05us is just a stupid nice guy' - Space05us

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                    • #11
                      No plenty of weapons are suited for space.
                      Lasers
                      Ion Cannons (note: Must fire neutral particles, you cant easily accelerate neutral particles, so accelerate positive ions and combine with electrons...)
                      Missiles: If the missle can accelerate faster than a spaceship, than unless it runs out of fuel, it can hit the ship. More likely a missile will be fired to intercept a ship, and detonate "in" the ships projected path, leaving a cloud of of shrapnal and stuff for the ship to fly into and destroy itself.
                      Conventional Guns: There is no reason at all why they cant work in space too, range and projectile velocity is a problem, but at closer ranges they could be effective, especially with some extra *relative* velocity thanks to the target moving, a few bullets that connect could do some nice damage.
                      Rail Guns: The better design would probably go for very high velocity rapid fire.

                      By far the greatest difficulty in space combat will be hitting the target, evasive manuveres will be quite important, even against laser fire. Ship design will probably be towards having a very small profile when facing the enemy, making two popular designs a long cylinder (suitable for weapons like ion cannons and rail guns) and wedge shaped battleships which have a farkload of armour plating along the leading edge.

                      Spheres could also work, but would require a lot of armour plating, altough spheres would probably be the shape of choice if forceshields can be invented.

                      For very small ships the shape wouldn't matter much because if they get hit, they die, so they'll be taking much evasive manuveres.

                      Ultimately realistic space combat will probably come down to ever smaller ships with ever increasing firepower.

                      Ofcourse there is no need to make space combat realistic, altough totally disregarding realism is always foolish.

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                      • #12
                        one problem in space there will be no cloud of shrapnel and every accelarated thing needs as much enegry to be stop.....if you fire with a bullet at a spaceship the bullet will go on and on and on....it will not stop....if you explode an spaceship the shrapnel will go on and on and on in every direction and it will hurt your ship too....lasers are ok I think...but as you shoot out something solid and you misses i will go on and on and will hurt totally different things and that is not the idea
                        Bunnies!
                        Welcome to the DBTSverse!
                        God, Allah, boedha, siva, the stars, tealeaves and the palm of you hand. If you are so desperately looking for something to believe in GO FIND A MIRROR
                        'Space05us is just a stupid nice guy' - Space05us

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                        • #13
                          but as you shoot out something solid and you misses i will go on and on and will hurt totally different things and that is not the idea
                          Remove the "will" and replace with might. As in, you might step outside and get hit by the international spacestation after it got punted out of orbit by a coffin launched from a ship of advanced space faring aliens that like to eject their deceased into outer space. (Note: For those who dont wish to do the maths, the probabilites of that happening are not very high)

                          If a battle occurs in deep space, the cloud of shrapnal will quickly expand so much as to present no additional threat to passing ships, and in fact can not really be descriped as a cloud, rather an expanding shell of debries of extremely low density.... the key to effective usage is detonating the missile at such a time as to make evasion (or countermeasures) impossible, but still having the shrapnal cloud/shell dense enough to give good odds of causing damage.

                          Battles in orbit could present more of a danger to other spacefarers, but then again using a flak strategy only really works against incoming targets, altough if you happen to know a target is in a particular orbit, you could always deliver a load of junk in the same orbit, but going the *other* direction (good way to destroy a space station?).

                          Besides it is in human nature to disregard consequences...

                          It would be interesting to have some space debries factor for planets, a planet which has had many space battles will have a lot of space junk in orbit, and ships in orbit have a higher risk of getting damaged.... and have some sorta ship or something to sweep up space junk.

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                          • #14
                            I have been quiet busy/lazy lately, but anyway, I have some little input (hopefully useful) about space combat. The manuverability of space craft, in terms s of turn rate and turn speed, would be dependent to thrust and the velocity at which the craft is travelling at, in a similar fashion as atmospheric aircrafts.

                            Let's disregard the issue of physiological restriants for a second (not that it isn't important), in general, the faster you are travelling, the more difficult it is to turn. There are issues of structural stress, and even if you are able to turn, your turn radius would be much larger and consequently turn rate slower.

                            In atmospheric flight, there is a "corner velocity", which is the most optimal for turning, which isn't at slowest velocity, because the aircraft must have sufficient lift and consequently energy to turn. However, in space combat, due to the absence air and strong gravity well, as long as your ships hull can handle it (plus the occupants can), I believe the lower the velocity, the better the turn rate. Nonetheless, it is generally not advisable to slow down to a snail's pace during combat, since you'll make an easy target.

                            Anyway, what I am getting at is that even if the space crafts can travel at fast velocity (sub-light, say 0.2 C) for linear travel, if you want any serious space combat (i.e. as oppose to a quick flyby exchange), the opposing sides would have to slow down to slow velocity for manuvering and space-version of dog-fight.

                            And it is precisely at this slower speed, even with much larger range than atmospheric dog-fight, that convention projectile and missile weapons, as well as laser weapons, are usable for combat.

                            Now you might say, well, these sound only like fighters and small vessels, what about larger vessels? Well, if you have larger vessels, the combat will be more like naval combat in modern era, whereas low profile, as Blake mentioned, would be favored. Nevertheless, for a complete, self-sufficient taskforce, it would necessarily have smaller, faster and more agiles, escort vessels, and possibly also fighters (launched from carriers), that would intercept/engage missiles and enemy forces.

                            So in conclusion, regardless how fast the ships may travel at (even faster than light), for a serious combat, sub-light, and very small sub-light speed would be necessary (unless you have weapons that travels at super-luminal speed, because at fast velocity, when you see the enemy at position A, they are already gone)

                            Ok, enough babbling for now ^_^

                            -Gateway103

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                            • #15
                              Good to see you gateway

                              Well regarding turnrate you are mostly wrong (but it's a common mistake/misconception that I've seen before by people who really, should know better...). Turning doesn't make much sense in the absence of friction, the only thing that really matters is change in velocity, it doesn't matter if your going at 0.2c or 20m/s, if someone fires a bullet *to intercept you* then all you need to do is accelerate in some direction so that the bullet hits empty space.

                              If someone fires a missile to intercept a ship, then the only thing that matters is how well that ship can accelerate. Now granted if the ship is going faster, it will run into the missile faster, giving less time to react, but on the flipside it gives the missile less time to reach the ship.

                              If I seem to be babbling, it's probably because I am.

                              Anyway, the important thing is, in space the manuverability of the ship does not depend on how fast the ship is going.

                              An interesting exercise is dodging laserfire (well, I mean as a thought experiment type exercise, dodging laser fire is physically difficult for humans)

                              Imagine we have a big lasergun, it can hit a target (say the left eye of a rat, it's infinitely accurate and precise) at 30,000,000 m, which is approximately how far light can travel in 1 second (and is comparable with the distance from earth to the moon)

                              This laser is being fired at another ship which is at the distance of 30,000,000m from the laser. It is aware that the laser will be shooting at it.

                              Question is, can the target dodge the laser?
                              Well, you might think that because it's impossible to see a laser beam coming the ship wont be able to dodge. But it can.

                              Firstly, the lasergun has 1 second old information to work with, so it is obviously shooting at where it thinks the ship will be, it is fairly trivial to determine the velocity of the ship; the location of the ship in 1 second can be accurately determined and the lasergun can greet the ship with a laser beam.

                              Now all the ship has to do, is not be at the position where the lasergun predicts, which means it needs to accelerate in any direction, because it takes 1 second for the light from the ship to reach the lasergun, and another second for the laser to reach the ship, the ship has 2 seconds to accelerate.

                              The ability for the ship to dodge depends on how fast it can accelerate, and how large it is, the maximum distance the ship can change position by in the 2 seconds is given by simple kinematics : d = 1/2at^2
                              If the ship can accelerate at 2 gees then that distance is 21m, so if the ship accelerates in some direction (not directely towards or away from the lasergun) it can be 21m away from where the lasergun fired at.

                              Whether or not this saves it depends on the size of the ship, obviously if it's a sphere with a radius of 21+m, and the laser was aimed to drill it dead center, it will get clipped by the laser and destroyed, however if it's smaller then the laser will pass harmlessly by.

                              So basically the first conclusion is that, even the most perfect laser imaginable cant be guaranteed to hit a target doing evasive manuveres, thanks to the speed of light.

                              The second conclusion, is that the velocity of the target *does not matter* because the laser is aimed at the *expected* position of the ship, and the ability of the ship to be somewhere other than the expected position is determined solely by how well the ship can accelerate.

                              The third conclusion is, if the laser hopes to hit the target, it has to try to fire somewhere where the ship *can possibly be* (a sphere of radius 21m around the expected position of the ship) and hope that the ship is indeed there, thus at that range hitting targets with a laser comes down to probability, and it would be possible to work out the probability of hitting the target given:
                              Distance
                              Size of target (cross section)
                              Maximum acceleration of target.


                              The final conclusion is that I probably talk too much.

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