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Space naval combat (Segway from Antimatter thread)

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Arenamontanus Arenamontanus's picture
Re: Space naval combat (Segway from Antimatter thread)
icekatze wrote:
I made this little sketch of a battleship that I had thought up earlier. [url=http://knhauber.phpwebhosting.com/scraps/ep_bs.jpg]battleship[/url]
Cool! I see some problems with having a single superlaser, since you need to direct your ship towards a target to fire it: it better be very long-range, and that suggests that this is mainly a weapon intended against "stationary" targets (since evading targets are not practically hittable with a laser beyond ~1 light second, and having to turn the laser slows things down even more). So it is a bit like a tank gun, and it makes sense to have in the strategic module while the combat module runs ahead and does the close combat/defense. On the other hand, having a superlaser that is mirrored out of different ports (much more directable) is problematic because the mirrors would not be reflective enough and would evaporate if it is a serious laser. And my own favourite, phased arrays, require a big flattish array extended outside the ship (good optical power and energy management, but lousy stealth).
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For cooling, it uses super hot plasma suspended in magnetic bubble tubes (the orange lines going front to back).
I think this is a very innovative approach, but it also has some heavy problems. You need to get rid of *hundreds of gigawatts of energy*. That plasma will radiate it as thermal radiation, and in this configuration about half of it will hit your ship, heating it up. It is not quite as bad as being hit by the laser, but this is heating that continues minute after minute. Ouch. Putting the plasma further away from the ship (several ship-lengths) would work better. However, the total amount of heat you can radiate is proportional to the surface area: you don't want a tight little plasma beam, you want a big cloud. Which might be tricky to bottle (I simply do not know enough to tell whether one could make giant magnetic bottles to do this, it might be possible, it might not). (So what about those red fins at the rear? Couldn't they be extended into long radiators?) Technological criticism aside, I like the picture a lot!
Extropian
Rhyx Rhyx's picture
Re: Space naval combat (Segway from Antimatter thread)
So if I understand correctly when dealing with a radiator you want to have the largest surface area possible as to diffuse the most heat you can without the radiator radiating the heat into itself (or the others) right? So it's almost like a solar panel in reverse? Which is why the droplet solution seems to be very solid since every drop will radiate in a spherical area (like a mini sun)? Could there be a way of using that waste heat to power secondary systems or even powering other less powerful ships around it, if you're using a cluster fleet approach. And aren't radiators a nightmare when it comes to being detected (since you light up like a gigantic yule log on IR)?
Arenamontanus Arenamontanus's picture
Re: Space naval combat (Segway from Antimatter thread)
Rhyx wrote:
So if I understand correctly when dealing with a radiator you want to have the largest surface area possible as to diffuse the most heat you can without the radiator radiating the heat into itself (or the others) right? So it's almost like a solar panel in reverse? Which is why the droplet solution seems to be very solid since every drop will radiate in a spherical area (like a mini sun)? Could there be a way of using that waste heat to power secondary systems or even powering other less powerful ships around it, if you're using a cluster fleet approach. And aren't radiators a nightmare when it comes to being detected (since you light up like a gigantic yule log on IR)?
Yes, the total amount of heat you can radiate is proportional to the area, the temperature to the fourth power, and the emissivity (which cannot go above 1). Having a super-hot radiator is great, but it will have to be cooler than your reactor (otherwise you will have to pay extra energy for pumping heat into it) and in practice it is set by heat tolerances of what you build it out of. That is why a plasma would be so lovely. But without that, you want to have a lot of area pointing into empty space. You can use the heat from the reactor to do other things, like boil water or sodium to run turbines giving you electricity, or cooking marshmallows. The problem is that eventually you have squeezed all useful work you can get from it, and are left with plain waste heat. That is what you need the radiators to get rid of. And the total amount of waste heat per second is equal to the reactor power that is left in the ship (the big radiator of a fusion or AM rocket is the exhaust). And yes, radiators are nightmares from a stealth standpoint. They will be glowing *bright* in IR. In my calculations, I found that the Destroyer can be seen across *at least* 8 AU by a fairly modest sky-scan (and some other estimates think the visibility distance is more like 2,300 AU). Fortunately you only need them at full when you are accelerating at full power. When you are merely powering your Laser of Doom you need much less energy and cooling.
Extropian
King Shere King Shere's picture
Re: Space naval combat (Segway from Antimatter thread)
What about jettison the heat, For example . heating something up (perhaps a radiator) and launching/jettison it. If it works as a weapon thats a bonus to some.
Rhyx Rhyx's picture
Re: Space naval combat (Segway from Antimatter thread)
Hmmm Then you could have something like some kind of railgun spike heated ridiculously hot from waste heat and catapulted away from the ship not only ridding the ship of the heat but also if you're lucky adding some heat to the other guy's ship. Hmm you couldn't heat the rounds too hot however or they would lose their magnetic properties. Still I think it's worth looking into. So you would get Quincy's thermal clip idea but that could be used offensively. Maybe something that takes quite a bit to heat up and still stays magnetic like tungsten carbide?
icekatze icekatze's picture
Re: Space naval combat (Segway from Antimatter thread)
hi hi I'm not sure what jettisoning the heat will buy you. Whether you remove it from your ship or hold onto it, once it is filled up it is time to surrender or fry. I think that in order to be effective, jettisoning heat would require being able to quickly replenish your supply. Perhaps if there is a tanker craft along with a fleet, a overheating destroyer could swap out it's coolant with fresh (as well as getting more propellant most likely) and then go back to shooting. I think you could get away with superheated railgun rounds as long as they came with a lower temperature sabot.
Arenamontanus Arenamontanus's picture
Re: Space naval combat (Segway from Antimatter thread)
King Shere wrote:
What about jettison the heat, For example . heating something up (perhaps a radiator) and launching/jettison it. If it works as a weapon thats a bonus to some.
] Let's do the numbers. The Destroyer is by my latest estimate 800 GW. Let's say just 400 of those gigawatts end up in the ship and need to be radiated. The best thermal capacity you can get is hydrogen, which can absorb 14.30 J/gK. Let's assume you heat it 10,000 K into a plasma from 1 K (ignore changes in thermal capacity with temperature etc). That allows you to get rid of 143 MJ per kilogram. So the total amount of hydrogen metal you need to turn into plasma is 2,797 kg/s. That is, you are vaporizing ~3 tons per second. A typical launch burn lasts an hour or more, requiring you to burn at least 10,000 tons of coolant. This is in addition to the *fuel* of the ship, which weighs ~15,000 tons. Completely unworkable as main cooling, perhaps workable as cooling for lasers during battle. But you will be marking your position with a nice shining plasma cloud. OK, what about the fighter? It has a puny 16.8 MW reactor. That means (assuming 50% efficiency) that it requires 0.06 kg/s - actually quite doable, especially since it is a metallic hydrogen rocket that normally does the same thing for propulsion. It only got about 4 tons of fuel, so it gets just 18 hours of cooling even if it doesn't use any hydrogen for propulsion. Hmm, not *too* bad. Not stealthy by any means, but perhaps worth it during battle.
Extropian
Arenamontanus Arenamontanus's picture
Re: Space naval combat (Segway from Antimatter thread)
icekatze wrote:
I think you could get away with superheated railgun rounds as long as they came with a lower temperature sabot.
All the damage from the railgun projectiles comes from their kinetic energy, superheating them just makes them 1) easier to detect, 2) harder to launch and 3) gets rid of a little bit of heat. 3 better be very good to outweigh 1 and 2. Can you launch the heat from the railgun launcher with the next bullet? It takes .5*m*v^2/eta Joule to launch one at efficiency eta (<1), giving you waste heat .5*m*v^2*(1-eta)/eta. If the bullet has specific heat K J/kgK, it is going to be of temperature .5*v^2*(1-eta)/(K*eta). Lets assume eta=0.5 (a very very good railgun). m=1 kg, v=10 km/s, a really fluffy but high K=3.58e3 J/kg K bullet of lithium (!). Then I get T=13,966 K. Oops, lithium boils off at 1615 K, this would be just a nicely purple plasma cloud. Let's use tungsten instead (much more proper as railgun bullets too): K=0.134e3. T=373,134 K... 64 times the boiling point of *tungsten*. Conclusion: no way that works. Railguns imparts enough kinetic energy into the bullets that they essentially become high explosives regardless of what they are made of (yes, ice bullets are almost as deadly as lithium or lead bullets at this speed). But the price to pay is even more waste heat in *your* ship. Waste heat that appears in a semi-controllable form when and where you choose, but a lot of it. Lasers are about as bad: they tend to have a very low efficiency (low eta), so if you need X Joules to harm your enemy's ship you will have to dissipate X(1-eta)/eta Joule at home. Overall, the thermodynamics of space combat is that firing a lot of weapons will overheat you and make you visible, yet you want to fire long before the enemy gets a chance to kill you. This makes it nice to put the weapons on their own little independent fighters and weapons buses, but now they haven't got room for your beefy reactor and will only be able to fire a few shots before overheating, running out of energy or being shot down by the enemy devices. Ah, war is hell. At least when you haven't got a big heat sink... which incidentally all planetary and asteroid bases do.
Extropian
jsnead jsnead's picture
Re: Space naval combat (Segway from Antimatter thread)
Using jetisonable heat sinks when a ship is under power is pointless, and no ship is going to have enough spare mass to use them for long periods of time. However, I can definitely see using them in battle, especially when the ship is closing on it's target. In such a situation, the ship does its final (highly visible) burn to get the desired delta-V well beyond the range of any possible attack. Then, the ship shuts down the main engine, turns off all nonessential power and coasts. To prevent it from being tracked, it changes its direction and velocity a bit using a low-efficiency mass driver engine that's designed far more for stealth than high acceleration. To deal with the waste heat from that and from essential systems like life support, the ship would use jetisonable heat sinks. This system would work even better if those heat sinks could be used as the reaction mass for the mass driver, but you'll also need to simply jetison most of the heat sinks in a far less energy intensive fashion. Before it went dark, the ship will also have sent a small group of small drones with excellent sensors ahead of it (perhaps also accelerated with the same mass driver), linked to the ship via QE comms. When it's in attack range, the ship powers up it's drive and weapons and relies upon the QE drones for targeting solutions. At this point, I can see two possible attack strategies and I'm not certain which works best. [B]1)[/B] Once in range of its target, the ship uses a mixture of rapid evasion to attempt to avoid being hit and concentrated weapons fire to end the battle rapidly. Once in range, this battle will likely be over in a few hours. Essentially, the ship jinks around while blasting the target with everything it has until one side or the other surrenders or is destroyed. [B]2)[/B] The ship comes in at a high delta-V and when it's attacking it accelerates rapidly away from the target. The goal is to deliver a single powerful attack (using lasers, missiles, mass driver rounds...) and then get out of range as rapidly as possible (while also evading). Then, the ship would loop around for another pass. Depending upon the relative velocity of the various opponents, this battle might take many days to resolve, and would consist of a series of high velocity passes with brief attacks and counterattacks when the opponents were briefly in range of one another. Obviously, option 1 works better if the attacker is more durable and has better weapons than the target, and option 2 works better if the attacker is more maneuverable and has better acceleration than the target. Thus, it sounds like option 2 would be used mostly for attacking habitats and other locations that might have powerful weapons, but lack their own destroyers. In a battle between two ships or even two fleets, I can see either option 1 or option 2 working, depending upon relative reaction mass reserves and relative strength. Thoughts?
Rhyx Rhyx's picture
Re: Space naval combat (Segway from Antimatter thread)
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Let's use tungsten instead (much more proper as railgun bullets too): K=0.134e3. T=373,134 K... 64 times the boiling point of *tungsten*.
Well it was worth a shot! :P As for the options in the combat maneuvers, the first one looks perfect for the opening salvo when you have the drop on your enemy and then you switch out to the second one that looks an awful lot like jousting and seems especially good if you've been damaged in the opening. It's also easier to shoot at your target at a range now that he's positively glowing in IR because of his heat in letting loose the dogs of war on the initial pass. That first pass is also when you loose the fighters to harass the target while making your getaway. So I guess its starting to look like this: ~Attacking ship finds its target ~Initial burn and coasting ~Get the drop if possible ~Attacking ship opens fire to tries and cripple the defender as quickly as possible with long range weapons. ~Defending ship takes evasive maneuvers and returns fire with long range weapons ~Still coasting the attacker lets loose (part of?) his fighter screen ~Defending ship lets loose its fighters ~The fighters furball ~The attacker speeds away for another round ~The winner of the fighter furball speeds to the enemy ships attacking it's critical system (sensors, weapons, propulsion, engines) until destroyed by point defense weapons or the enemy ship is destroyed. ~Rince ~Repeat Now my reason for possibly keeping the fighters is that it might be a good idea to keep some fighters for the second pass especially if your opponent goes "all in" the first time around. The point is for the fighters to get through. I figure a big part of victory is getting the right proportion of fighters out there. Too few and they will get wiped in the furball, too many and you wont have any on your subsequent jousting turns where you might have a better angle on the target.
Gee4orce Gee4orce's picture
Re: Space naval combat (Segway from Antimatter thread)
IF anybody wants to add tactical ship-to-ship space combat to their game, check out Warcosm for Precis Intermedia. It's very nice, light, simple but fast and effective.
nezumi.hebereke nezumi.hebereke's picture
Re: Space naval combat (Segway from Antimatter thread)
Here's an interesting post with some thoughts: http://josephshoer.com/blog/2009/12/thoughts-on-space-battles/comment-pa... I'll try to pull out some of my favorites. Weapons will likely rely on kinetic weapons, but to make them effective against armor and counter-fire, flak may become more popular. Lasers would be popular for a first shot, or for destroying sensor systems (or perhaps heat sinks?) at a distance. Because of the long time required to charge one (unless you're more inner system, I guess), and the danger of giant capacitors in space combat, they're not likely to be as important when getting into closer range. Nuclear weapons aren't especially effective on their own. We already know there would be minimal EMP (no atmosphere to activate), and the gamma radiation would be less than most inner system ships will be built to deal with anyway. Closer to planets, lower altitude is better (since it gives you speed), possibly giving rise to aerodynamic space fighters. Maneuvering can be greatly assisted by gyros (CMGs) - the bigger the better. So fighters will likely have giant spheres containing gyros to give quick maneuverability without seriously increasing its cross-section (compared to engines on booms). Generally, course and speed between planets (and planets is generally what we care about) is set by orbital dynamics, which means that there are only so many routes and launch windows between A and B. Active colonization of space may change this somewhat, but if the Junta starts moving its fleet from its shipyards to some point in the Belt, people will notice and have time to react. Because of the huge amount of time between moves, and how long-reaching the effects are of each navigational choice, a lot of space combat is going to play more like a chess game spanning years than like combat we're used to in the media. This also means that mines and dark ships are very likely to be used heavily by anyone with the means to do so. Also, there's a game at: http://www.adastragames.com/index.html called Attack Vector: Tactical. It's a miniatures game. Anyone have any experience with it?
icekatze icekatze's picture
Re: Space naval combat (Segway from Antimatter thread)
hi hi I think a lot of the points in that link are perhaps not fully applicable to the Eclipse Phase setting. They are sort of assuming a current technology level/ ∂V budget technology level, where as the ∂V budgets in Eclipse Phase give people a lot more leeway. Brachistochrone trajectories are entirely possible in Eclipse Phase, and while any attack will still be seen coming, mining space is really never going to be practical, at least not in a combat situation. You could maybe rig civilian ships with weapons and get close enough to a target through deception, but even knowing someone's orbital path, space is way too huge to mine. They are confusing the difference between thrust and velocity, which makes me question their propulsion technology assertions. Ion drives will give a craft a higher top speed than chemical rockets, and there is no reason why a ship cannot sport both. Also, combat effective gyroscopes are going to be massive and will significantly effect a craft's ∂V. If you want to point your weapon at a target, you might as well just put it on a turret rather than spinning the entire craft, since the weaponry is likely to be a much smaller fraction of overall mass. You can spin around all you want, but it isn't going to effect an enemy's targeting unless you thrust somewhere, and they'll see that either way. They know enough to realize that space combat will occur over long time intervals, but don't make the connection when talking about how laser weapons will have long recharge rates (supposedly rendering them un-viable), they're assuming a pre-fusion tech level, and don't know about bomb pumped lasers. A giant array of flexible mirrors could make a good orbital bombardment system in the inner system, fold them into a lens and burn targets like ants.
jsnead jsnead's picture
Re: Space naval combat (Segway from Antimatter thread)
icekatze wrote:
I think a lot of the points in that link are perhaps not fully applicable to the Eclipse Phase setting. They are sort of assuming a current technology level/ ∂V budget technology level, where as the ∂V budgets in Eclipse Phase give people a lot more leeway. Brachistochrone trajectories are entirely possible in Eclipse Phase,
Agreed, the delta-v budget's of fusion and anti-matter fusion craft are really high compared to the assumptions in that article.
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They know enough to realize that space combat will occur over long time intervals, but don't make the connection when talking about how laser weapons will have long recharge rates (supposedly rendering them un-viable), they're assuming a pre-fusion tech level, and don't know about bomb pumped lasers. A giant array of flexible mirrors could make a good orbital bombardment system in the inner system, fold them into a lens and burn targets like ants.
Agreed, with fusion reactors being common-place and the possibility for nuclear pumped lasers, recharge times simply aren't that big an issue. Lasers are also going to be the premier point-defense weapons.
consumerdestroyer consumerdestroyer's picture
Thread Resleeve: Spaceship Edition!
jsnead wrote:
Here are the full design stats that I used for all of the ships - I forgot that I hadn't posted them before: [B]Large Lander and Orbit Transfer Vehicle (LOTV)[/B] Dimensions: 25 m tall, 16 m in diameter (for LOTVs with hydrogen-oxygen engines) 19 m tall, 12.5 m in diameter (for LOTVs with metallic hydrogen engines) Fully Loaded Mass: 450 tons Empty Mass: 26 tons Maximum Acceleration: 2 Gs Performance & Payload: [I]Hydrogen-Oxygen Engine[/I] High Velocity Configuration (total Delta V = 11 km/s) 1 pilot, 6 passengers, 7 tons cargo or 1 pilot, 20 passengers, 4 tons of cargo. Low Velocity Configuration (total Delta V = 7 km/s) 1 pilot, 100 passengers, 40 tons cargo [I]Metallic Hydrogen Engine[/I] High Velocity Configuration (total Delta V = 17 km/s) 1 pilot, 250 passengers, 70 tons cargo Low Velocity Configuration (total Delta V = 8 km/s) 1 pilot, 350 passengers, 120 tons cargo [B]Small Lander and Orbit Transfer Vehicle (LOTV)[/B] Dimensions: 17 m tall, 11 m in diameter (for LOTVs with hydrogen-oxygen engines) 13 m tall, 8.5 m in diameter (for LOTVs with metallic hydrogen engines) Fully Loaded Mass: 150 tons Empty Mass: 11 tons Maximum Acceleration: 2 Gs Performance & Payload: [I]Hydrogen-Oxygen Engine[/I] High Velocity Configuration (total Delta V = 11 km/s) 1 pilot, 2 passengers, 200 kg cargo Low Velocity Configuration (total Delta V = 7 km/s) 1 pilot, 30 passengers, 11 tons cargo [I]Metallic Hydrogen Engine[/I] High Velocity Configuration (total Delta V = 17 km/s) 1 pilot, 70 passengers, 20 tons cargo Low Velocity Configuration (total Delta V = 8 km/s) 1 pilot, 100 passengers, 40 tons cargo [B]General Exploration Vehicle (GEV)[/B] Size: 6 m long, 2.2 m wide, 2 m high 5.5 tons fully loaded, 3 tons empty. Fully Loaded Mass: 5.5 tons Empty Mass: 3 tons Maximum Acceleration: (space) 0.1 Gs Performance: (space) Total Delta V of 3.6 km/sec from metallic hydrogen rocket (land) Top speed 200 kph from wheels or 40 kph from legs. (sea) 60 kph on the surface or 40 kph submerged. Payload: up to 6 human-sized morphs + 1 ton of cargo [B]Fighter[/B] Size: 4.5 m long, 3 m wide, 3 m high, 7 tons fully loaded, 3 tons empty. Fully Loaded Mass: 7 tons Empty Mass: 3 tons Maximum Acceleration: 3 Gs Performance: (space) Total Delta V of 11 km/sec (using metallic hydrogen rockets) Payload: weapons + 1 synth morph (optional). Carrying a synth morph reduces the missile launcher to holding only 4 missiles. [B]SCUM Barge[/B] Size: 300 m long, 70 m wide, 70 m high Fully Loaded Mass: 180,000 tons Empty Mass: 80,000 tons Maximum Acceleration: (space) 0.003 Gs (0.015 Gs using a Fusion Rocket) Performance: Total Delta V of 80 km/sec (using plasma rockets) Ships refitted with Fusions rockets have a Total Delta V of 400 km/s Payload: 20 crew + 20,000 humanoid passengers in cramped long term occupancy, and 4,000 tons cargo [B]Standard Transport[/B] Size: 150 m long, 25 m wide, 25 m high (80 m wide and high with rotating booms fully extended) Fully Loaded Mass: 10,000 tons Empty Mass: 4,500 tons Maximum Acceleration: (space) 0.02 Gs Performance: Total Delta V of 400 km/sec (using fusion rockets) Payload: 13 crew + 200 humanoid morphs in long term comfortable occupancy and space for 1,000 tons cargo [B]Bulk Carrier[/B] Size: 150 m long, 25 m wide, 25 m high + externally mounted cargo pods Fully Loaded Mass: 90,000 tons Empty Mass: 4,500 tons Maximum Acceleration: (space) 0.002 Gs Performance: Total Delta V of 40 km/sec (using fusion rockets) Payload: 10 crew + 100 passengers in comfortable long-term occupancy, and 80,000 tons of bulk cargo [B]Fast Courier[/B] Size: 75 m long, 13 m wide, 13 m high Fully Loaded Mass: 1,000 tons Empty Mass: 300 tons Maximum Acceleration: (space) 0.2 Gs Performance: Total Delta V of 1,600 km/sec (using anti-matter rockets) Payload: 3 crew + 10 passengers in comfortable long-term occupancy, and 100 tons of valuable cargo [B]Destroyer[/B] Size: 150 m long, 50 m wide, 50 m high Fully Loaded Mass: 40,000 tons Empty Mass: 25,000 tons Performance: Total Delta V of 800 km/sec (using anti-matter rockets) Payload: 70 crew and 20 fighter pilots in military style long-term occupancy, + 1,000 tons of weapons & 20 fighters and metallic hydrogen fuel to refuel them twice. [B]Note:[/B] I specifically did not make the destroyer long and thin, in order to make it less fragile - having a ship that you can easily cut in half seemed problematic to me.
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