Space Combat Techniques Discussion

Terminal ballistics depend crucially on the angle. Since attitude is kinda hard to forecast, it is treated as random. If you manage to get the terminal guidance to be 6DOF, you can narrow the variance of penetration. At 15 km/s armor doesn't matter much, though.
 
Hypervelocity is mitigated effectively by whipple shields though.

The faster you go, the better you KKVs become... of course, getting a projectile up to 15km/s is another problem entirely...
 
Hehe, I prefer to do it the old-fashioned way, my 7.5 km/s + your 7.5 km/s in a head-on ramming. Unfortunately, I haven't yet written the right code for the guidance autopilot (tested as part of Precession MFD), but manual corrections are quite easy to get a clean kinetic kill.
 
Yeah... but the problem is: what if the relative velocity of the target is not 15 km/s? ;)
 
Then, you've got to calculate whether there's enough punch in the kinetic package you're using to get through the shield. Or, perhaps, use some fuel to raise your ApA and catch the target while whooshing by.
 
The major trouble with this technique is that it always works both ways... :shifty:
 
Would be enlightening to know when and where on Earth big battalions (corrected for fractional kill ratio) were of no help.
 
Orbiter doesn't know what fog of war is... sad but true... everybody's sitawareness is always perfect. Re: both ways - the side with the more numerous fleet wins

Don't forget that the Law of Conservation of Ninjutsu can apply. Too many guys in too small a space and you got the smaller team winning because they will have more to shoot at. And then, you also must not forget that the larger fleet wins is essentially an apples-oranges comparison. To determine who will win, it is based on a matrix of skill, maneuverability, armament, and speed, unless armor simulation is here too.
 
Ninja's in space? Nah, the space is too large, and decreasing returns will not start working until very large fleets. I assume there are enough comm channels to serve the whole fleet. And speed is actually determined by the orbit...
 
I meant relative speed, relative to enemies and such... not all combat will be in orbit.
 
Since you guys are all talking about space warfare what about the blast from engines. Right now my Ummu can stand in front of the DGVI engine with out feeling anything. and you can hit them with the cars too
 
I actually did some calculations on the destructiveness of 'torch' drives... a ~3 TW exhaust plume with a 45 degree dispersion angle (roughly similar to VASIMR) has very low destructivity by the time you get to 10 kilometers, by 20 km it is even less... of course, I just measured thermal effects, there would probably be a whole lot of other destructive factors happening, that would have a longer range, but the main fact is that high-powered engines are not as destructive as one might think.

It is not going to be an effective weapon over megameters, or even just hundreds of kilometers. Especially not against spacecraft designed to withstand nearby nuclear detonations.
 
What about the exhaust of an IC fusion engine? Could that be weaponized?
(Inertial Confinement Fusion Engine)
 
It reallly depends on two things: Exhaust velocity, and thrust (at a fixed exhaust velocity, thrust determines total output power and mass flow).

At really high exhaust velocities- such as that of an IC fusion drive, the individual particles of the exhaust start to become dangerous on their own (at some point I calculated an individual particle energy over 2 MeV, but this may have been with a 0.12c exhaust velocity).

Of course, high thrust at high ISP means a higher output power... the ISP of my fusion drive was 380 km/s...the ISP of Project Daedalus was some 10 600 km/s. With an exhaust velocity like that, you get an output power around ten times higher at the same thrust, if I recall correctly.

But the same physics still applies, especially the exhaust dispersion... things are scaled up, the only real difference is that the particle energy is a bit higher.

Not sure what the particle energy of a 1 600 km/s drive would actually be though... chances are it could be utterly minimal and have no penetrative, ionising effect on matter.
 
Well thanks TNeo! Your quite smart. Certainly empowers something I need for my book writing. :thumbup:

Now, something I find with large ship combat, is that lasers will be the beyond effective range weapons, along with missiles. Ballistics being "short range," due to their variability. Missiles are obviously the every "range" weapon.
Would lasers be a mostly ineffective weapon? obviously it can't carry explosives like ballistics or missiles that can be adapted for the vacuum (Hypothesis: warhead encased in oxygen, digs in via mechanical or laser drill, then explodes. Ballistic uses kinetic energy to dig in.)
I understand Lasers are all about the power output and distance to target, along with frequency, but would a realistic laser have any real power other than shredding some armor off an enemy before it got into the effective range?
 
Ive been writing a book about a trans stellar war so in the end the best thing to do is blow wholes using simple stuff we have here on earth... A cardboard casing filled with an explosive... But that only works if there are living things inside it. For computer controlled craft destroying sensors would be the best thing to do... Or you could destroy radiators that extend form the vessel which would make equipment fail... If the ship isnt totally exposed to the extremes of space...

---------- Post added at 02:14 AM ---------- Previous post was at 02:09 AM ----------

By the way did i mention femtosecond lasers in close combat they produce shock waves which cause cracks in the hull...
 
Now, something I find with large ship combat, is that lasers will be the beyond effective range weapons, along with missiles. Ballistics being "short range," due to their variability. Missiles are obviously the every "range" weapon.
Would lasers be a mostly ineffective weapon? obviously it can't carry explosives like ballistics or missiles that can be adapted for the vacuum (Hypothesis: warhead encased in oxygen, digs in via mechanical or laser drill, then explodes. Ballistic uses kinetic energy to dig in.)
I understand Lasers are all about the power output and distance to target, along with frequency, but would a realistic laser have any real power other than shredding some armor off an enemy before it got into the effective range?

Well, in space 'ballistics' don't really apply, we would call them 'kinetics'. A missile is just a guided kinetic.

Encasing warheads with oxygen and bombs and drills and whatnot doesn't really make sense, you want to punch your way through armor with brute force, as there isn't really any time for drills and suchlike, and their complexity is unecessary.

The limitations with kinetics are as such:

- Velocity is limited. Chemical guns have a limited muzzle velocity due to the nature of ttheir propellants (in a similar way as to how chemical rockets have a limited exhaust velocity). Rocket-propelled munitions have the same constraints that any rocket does: the faster it is intended to go (the higher dV it is supposed to have) the higher the mass of the fuel (and thus the fuel casing) will be. And all that mass also needs to be lugged around by the platform carrying these weapons. Electromagnetically propelled projectiles can have a high velocity, but need an external power source, like lasers.

- Orbital mechanics. It is not an intrinsic limitation, but it will prevent you from engaging some targets, or at least will make engaging them difficult. Also depends on the velocity of the projectile.

- Time of flight. It takes a 3 km/s projectile around 5 minutes to cross a megameter, which gives the enemy ship ample time to dodge and/or fire countermeasures. Higher velocity means lower time of flight, but this does not come without problems.

- Penetration. Purely kinetic hypervelocity weapons can be easily stopped by whipple shields (essentially, by placing a thin metal sheet or a series of thin sheets with a seperation distance from the main hull), which would obviously have a lower mass than solid armor that would be needed to deal with laser weapons. There could be ways to get around this, but there are ways to get around those ways and so on.

The advantage of lasers is that their time to the target is utterly minimal (since light travels at c in space), that they give no warning to the target that they're coming (since they are light, there is no light from the light travelling ahead of the light to warn the target), that they are not hindered by orbital mechanics at all, and that they require thick, heavy armour to protect against.

A laser is really just a way to deliver energy to a target... if you deliver enough energy in a small space and a short amount of time, you will cause a rather violent ablation of the target material. This, along with the physical destruction of structures it causes, is what makes powerful lasers destructive.

Of course, lasers also have range issues... the lens cannot perfectly focus at all distances, so the beam will disperse more and more as the distance to the target increases, decreasing destructivity, and also accurately pointing a laser at a distant object can become tricky.
 
The advantage of lasers is that their time to the target is utterly minimal (since light travels at c in space), that they give no warning to the target that they're coming (since they are light, there is no light from the light travelling ahead of the light to warn the target), that they are not hindered by orbital mechanics at all, and that they require thick, heavy armour to protect against.

Actually not - good reflective properties is more important. A transparent ablative layer that catches dirt over a polished layer would be more effective than a pure ablative armor. Also, the whipple shield principle can also apply to lasers - you could restrain an opaque aerosol cloud by a transparent layer, so it does not disperse too fast.
 
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