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Post by apophys on Aug 1, 2018 2:04:53 GMT
Regarding phased array lasers - they have one other advantage. Given that they are effectively large areas covered by repeating tiny emitters, they are going to be quite damage tolerant and easy to cool. They have a number of disadvantages as well - exposing tiny, very precise machinery on the surface renders it very vulnerable to micrometeorite, thermal and radiation damage. I was referring to making a phased array using MW or GW scale individual lasers (fiber, FEL, arc-pumped, or whatever) with large apertures and standard CoaDE-style optics construction. In which case the main mirror is the part that is exposed to damage; it should be able to take a few holes punched through it (particularly if built using separate panels like many space telescopes are). The rest can be armored.
Specifically, I was imagining a fleet of dedicated long-range artillery craft with one giant laser each, together forming a phased array for even better range.
The large panel of tiny emitters should work, too, though you are strongly limited in what wavelengths you can generate with it.
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Prancer
Junior Member
Jousting in space. We're all Knights of the Stars.
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Post by Prancer on Aug 1, 2018 4:44:09 GMT
Specifically, I was imagining a fleet of dedicated long-range artillery craft with one giant laser each, together forming a phased array for even better range. The large panel of tiny emitters should work, too, though you are strongly limited in what wavelengths you can generate with it.
This would synergize very, very well with your own standard modules and doctrine, Apophys. The more I think about your doctrine the more it makes sense to me. With the current dynamic of missile vs. laser, it seems inevitable that the main weapons of a fleet would combine the two: a missile that bears a laser as its payload aka. a laser drone. Carriers would just be drone-trucks, their specific characteristics not as important as the munition they deliver, much like how in modern warfare it doesn't matter if an F-16, A-10, or B-1 Lancer is providing CAS, so long as the PGMs are delivered. Now if the munitions are able to fuse their destruction potential together into a weapon with even more potential...there has to be some sort of hard counter out there. Kinetic drones seem to be lacking in potential for a hypothetical arms race.
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Post by srbrant on Aug 1, 2018 20:09:41 GMT
The point is that there's never a reason to add dead mass to a spaceship. If you don't want to go as fast, you lift your foot off the gas pedal once you hit desired speed. Duly noted. Sorry I wasn't too clear, I made this thread really late at night.
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Post by srbrant on Aug 1, 2018 20:31:31 GMT
- Fusion engines are closed-circuit and incredibly efficient; so much so that it consumes only half the propellant necessary. If only half the propellant necessary is actually necessary then, by definition, the propellant necessary is not the propellant necessary because it's twice the propellant necessary.
The point is that there's never a reason to add dead mass to a spaceship. If you don't want to go as fast, you lift your foot off the gas pedal once you hit desired speed. The only possible reason to add dead mass to a spaceship is when you have more delta-v AND acceleration than you know what to do with, so you no longer give a flying fuck.
Given current RL and CoaDE's state of the art in spacecraft propulsion such a situation is nowhere in sight.
Anyway, the ships are as big as they need to be and not bigger.
You might want a bigger ship if: - It is needed to accommodate large singular components for some reason.
- It is needed to house your state of the art weapon or the powerplant it needs.
- It allows you to remove redundancies created by housing different parts of your fleet's equipment on their dedicated ships.
- Your best space-drive doesn't scale down very well.
- You benefit more from armour than from manoeuvrability or throwing more targets at the enemy or simply need certain minimum armour thickness.
You might want a smaller ship if: - Acceleration or having spare ships is the best armour you have.
- Spreading out is tactically or strategically important.
- You have limited resources.
What I meant was a more efficient propellant-to-payload ratio, where you get an engine that would propel more thrust for every gram. Still, a little more breathing room within reason shouldn't hurt.
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Prancer
Junior Member
Jousting in space. We're all Knights of the Stars.
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Post by Prancer on Aug 29, 2018 17:49:13 GMT
If your ship doesn't have a radius bigger than the sun's diameter it ain't big enough. I've always wondered if Kardashev Type II or III civilizations would weaponize entire planets. Like a death star would be their smallest warship.
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Post by thorneel on Aug 29, 2018 22:01:40 GMT
If your ship doesn't have a radius bigger than the sun's diameter it ain't big enough. I've always wondered if Kardashev Type II or III civilizations would weaponize entire planets. Like a death star would be their smallest warship. Nicoll-Dyson beam + stellar engine should do the trick
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ghgh
Full Member
Still trying to make kinetics work.
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Post by ghgh on Aug 30, 2018 17:15:28 GMT
I always scale the ships up so I can fit bigger guns on them. An apohys style 25MW laser looks kind of wonky on a ship with a 10M diameter and the ship get's sent into a tailspin when the laser get's destroyed unless it is sufficiently sized. As far as engines go, they SHOULD be more efficient and powerful as their size scales up. The problem is that the reactor cores, nozzles and pumps have a limit designed for current technology not 2KM long battleships.
As for the ship being a large target, if it is sufficiently compartmentalized and has sufficient redundancies (extra radiators/crew/prop tanks/reactor) short of a nuke bypassing the PDS and going off inside the ship (don't even know how you could manage that) you should be able to weather quite a few shots. To top it off, if railguns get to the point where the upwards limit is a barrel length of, say, 1000 meters, then you could get your weapon aligned and firing back at your enemy with shells that are a significant percentage (compared to what we currently manage) of the speed of light.
A large part of the problem is that weapons have a very low effective range. I think all battle should have an engagement range of 100km-1000km. I think cross section is a poor way to determine effective range when I can spit 90 rounds a second. A ship that has a 10000 cross section could easily dodge a railgun volley if it has 600 MG of thrust. Likewise, a cargo barge with a cross section of 1000m^2 but thrust of 50ug is target practice. Weapons should keep firing up until the point where 100% of their shots are missing. Even if I shoot 10000 shots at my enemy and one of those shots hit, it is better for that shot to be expended before my ship gets turned to slag.
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Post by AtomHeartDragon on Aug 30, 2018 18:31:18 GMT
As for the ship being a large target, if it is sufficiently compartmentalized and has sufficient redundancies (extra radiators/crew/prop tanks/reactor) short of a nuke bypassing the PDS and going off inside the ship (don't even know how you could manage that) I think I might have seen one surviving that as well:
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ghgh
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Still trying to make kinetics work.
Posts: 136
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Post by ghgh on Aug 30, 2018 18:45:56 GMT
As for the ship being a large target, if it is sufficiently compartmentalized and has sufficient redundancies (extra radiators/crew/prop tanks/reactor) short of a nuke bypassing the PDS and going off inside the ship (don't even know how you could manage that) I think I might have seen one surviving that as well:
Well.... I did not expect that... although that ship looks closer to a mass of molten steel then a spaceship at this point. Still flying though so there's a plus.
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