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Destroyer and Space Navy

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fafromnice fafromnice's picture
Destroyer and Space Navy
So the Jovian have a armanda of war space ship and this thing have to be a plot device, let's face it nobody want to fight this kind of thing but i was asking myself : how does a spaceship build for war look like for a jet fighter someone propose to me a sphere with multiple truster but for a bigger ship, what does he look like ? what the layout of the bridges ? what type of weapon does it have, etc. I presume a Torus and some kind of reactor is out of the question, it's seems to me that is a fragile frame for a war dedicated ship. So no gravity in a war ship ? I was thinking, not for the Jovian, that a warship will be operated by a fenrir like morph or multpile cyberbrain linked together in a metaphorical virtual space (no gravity needed and personnal quarter, etc.) Ho ! and if someone have a idea on how anrchistes builded their armies, how orders are givens in a anarchist context, etc.

What do you mean a butterfly cause this ? How a butterfly can cause an enviromental system overload on the other side of a 10 000 egos habitat ?

Jaberwo Jaberwo's picture
Always a favourite topic of
Always a favourite topic of mine! My take on how it looks and works: http://eclipsephase.com/warship The first (I think) and biggest thread: http://eclipsephase.com/space-naval-combat-segway-antimatter-thread Another one: http://eclipsephase.com/starship-combat The Atomic Rockets page, if you didn't know it: http://www.projectrho.com/public_html/rocket/index.php Personally I think the Jovian space navy will be obliterated and outrun by smaller ships and fleets from the inner system or the Titanian Commonwealth or maybe even autonomist warships if there are any worth the name.
Arenamontanus Arenamontanus's picture
Anarchist military: just read
Anarchist military: just read "New Model Army" by Adam Roberts. We are using a lot of concepts from it in my group, like the battlespace wikis. Warships: I think cloud combat is the rule of the day in space. Lots of sensors, submunitions, decoys and other gadgets flying or drifting in vast clouds after they have been launched by the main ships. Battles are fast, run at digital speeds, and involves a lot of desperate dodging, burned out sensors and tricks to fool the opponent into misallocating their devices. Rather slim opportunities from heroic fighter pilots, and capital ships might be rated more for their bandwidth than tonnage. Still, a big ship has an engine which is essentially a giant particle beam gun - you can melt through a habitat with it. As I see it, the jovians have a tech disadvantage in their loathing of AI and uploads, but they compensate by spending more, using more energy, and simply having lots of professionals. The biggest disadvantage is probably for the sides that do not have sophisticated QE comms: they really boost your tactical effectiveness. EDIT: the space battle scenes in Scott Westerfeldt's "The Killing of Worlds" are a big inspiration for me.
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fafromnice fafromnice's picture
I will chek it, thanks
I will chek it, thanks the Jovian could have some specialized programs who calculated combat without intelligence in the same way that the Ix familly in Dune : Genesis (I think) serie create a specialized program for making space jump without spice and the guild I was watching this NCIS episode and the fleet is at risk because one of the ship constructor made some mistake with the cable, so I was thinking what if the same thing happens to the Jovian and Firewall asks some of his agents to protect the Jovian fleet

What do you mean a butterfly cause this ? How a butterfly can cause an enviromental system overload on the other side of a 10 000 egos habitat ?

NewtonPulsifer NewtonPulsifer's picture
Size does have a quality all
Size does have a quality all its own. Take a ship 100x the tonnage of a small ship. If two small ships are lethal to each other at a range of "1" with their lasers, if I put out 100x your wattage, in general I'm lethal to you at 10x the range. In addition, my armor might be 10x as thick, and I can maybe push the "danger zone" to me from a small ship's laser to 1/3.33 of a range unit. Same with big sensors. 10x the detection distance from the more powerful active sensor, and 10x the sensitivity from my bigger passive receivers and telescopes. And then the ship gets tagged with a hand-held sized can full of antimatter space mine, and is destroyed, costing the defense purse at least 100x as much as a small ships' destruction :) Anyway, a big ass ship supported by a picket fleet of escort ships screening it can be a very very effective proposition, if expensive and risky. In my EP universe I tend to think of the Jovian fleet as remnants of Earth's super impressive near orbit industry that is now long gone, and that the Jovians cannot realistically afford to build new super capital sized ships, and that most of their resources go to upgrading and refurbishing the pre-fall ships they have.
"I fear all we have done is to awaken a sleeping giant and fill him with a terrible resolve."- Isoroku Yamamoto
fafromnice fafromnice's picture
I don't know
I don't know I mean Jupiter have a number of moon who have many interesting energetic capabilty, and with the gravity pull of the planet the Jovian can go easily anywhere so I tend to see the Jovian with a Kick ass fleet but limited in men due to there Bio-conservatisme point of view, they probably are the faction who is the most well equipe for ship construction and design I didn't see the idea of multi-scale fleet, it's probably a better idea of a huge multi-purpose ship So, gravity or no gravity in a Spaceship ?

What do you mean a butterfly cause this ? How a butterfly can cause an enviromental system overload on the other side of a 10 000 egos habitat ?

NewtonPulsifer NewtonPulsifer's picture
Gravity violates the KISS
Gravity violates the KISS principle, so I would imagine it would be dumped on warships.
"I fear all we have done is to awaken a sleeping giant and fill him with a terrible resolve."- Isoroku Yamamoto
Arenamontanus Arenamontanus's picture
NewtonPulsifer wrote:If two
NewtonPulsifer wrote:
If two small ships are lethal to each other at a range of "1" with their lasers, if I put out 100x your wattage, in general I'm lethal to you at 10x the range.
I'm not entirely convinced: I still trust my old calculations showing that uncertainty in position creates a 1/d^4 decrease in hit probability. So at 10x range you need ~10,000 shots to have the same probability of hitting. Having sensors and weapons close is worth a lot.
Quote:
In addition, my armor might be 10x as thick, and I can maybe push the "danger zone" to me from a small ship's laser to 1/3.33 of a range unit.
How did you get that scaling? In the case of kinetic impact 10x armor will only handle sqrt(10) faster missiles.
Quote:
Same with big sensors. 10x the detection distance from the more powerful active sensor, and 10x the sensitivity from my bigger passive receivers and telescopes.
Not sure about the active sensors, the radar equation is pretty harsh. I agree on the passive sensors, I think (I am redoing my old calculations, and there are some funny things going on there).
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And then the ship gets tagged with a hand-held sized can full of antimatter space mine, and is destroyed, costing the defense purse at least 100x as much as a small ships' destruction :)
In addition, it dodges far too slowly and is hard to stealth.
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Anyway, a big ass ship supported by a picket fleet of escort ships screening it can be a very very effective proposition, if expensive and risky.
It has a huge advantage in that it can carry the small crafts and gadgets efficiently: you don't want every of them to have a huge engine, and at least for antimatter there are economies of scale and a minimum size.
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NewtonPulsifer NewtonPulsifer's picture
Yeah, I botched some of that.
Yeah, I botched some of that. Will rewrite it when I get a chance.
"I fear all we have done is to awaken a sleeping giant and fill him with a terrible resolve."- Isoroku Yamamoto
Chernoborg Chernoborg's picture
I have a lot of fun
I have a lot of fun speculating on this and would pay money for some of the stuff on those other threads! In general ships are an attempt to balance several competing factors. Stuff like sensors, firepower, propulsion, crew needs , protection, and cost are all taken into account and prioritized by the polity fielding the vessel. Most warships in the setting are going to be fielded by the Planetary Consortium, Jovian Republic, and the Titanian Commonwealth. Some other groups likely have armed vessels ( Anarchists, pirates, and the Ultimates) but these aren't going to be as numerous as an organized Fleet. Structurally speaking, all ships are going to be similar – cylindrical shapes (though diamonds, wedges, or even hammerheads are possible) packed mostly with fuel, a comparatively small crew section, modular weapon bays, and engines. All of this would be covered in some form of protective layer, anti meteoroid Whipple shields for the most part with advanced “Chobham” style armors for heavier warships. Although stealth is pretty much impossible in space, some efforts at low observability –dark coloration, angular shapes- would be in place to make attacks more difficult. Sensors would be mounted on masts or superstructure to maximize their scanning field. The philosophies of the three 'Fleet' powers would shape how their ships look: The PC would probably rely heavily on infomorph conscripts for much of its crews as well as an emphasis on high technology and intimidating appearance (their performance at Locus indicates a fleet that may not be as capable as it seems) think of the Royal Navy of the late 1800's: intimidating but riddled with organizational weaknessess that can be exploited. The Jovians have a powerful, numerous fleet that is hamstrung by its mistrust of advanced technology and a restrictive government ala' the Soviet Navy. Every warship would have to have heavy radiation shielding and room for at least one crewman-even fighters!- likely sleeved in a radiation resistant morph to mitigate the aforementioned shielding ( I've envisioned the Jovian Space Force morph as having a tan all the time like Mihoshi or Kitsurubami. it breaks up the stereotype and makes me laugh) .This may work to their benefit when other polities advanced tech gets fried in Jovian space! The Titanian fleet is going to be where things get weird. Access to advanced technologies and a willingness to experiment can lead to awesome new things or unusable debacles. I expect they would have the best motivated crews -whatever they may be composed of- of the three. In Rimward there are several different classes of warship mentioned: Dreadnoughts, Battleships, Destroyers, Corvettes, Patrol Craft, and Fighters. Stats are only available for fighters and destroyers but with some extrapolation from existing designs we can "flesh out" some of the others. Fighters: Small, single ego craft used for bringing weapons to bear on a target using speed and maneuverability to survive. Probably best used as the first line of defense against less intelligent missiles or in attacks against high value targets you wouldn't trust a simple AI to carry out. Patrol Craft: For the most part you could use the stats for SLOTVs or LLOTVs fitted out with weapons and extended rations. A good historical example would be the PT boats or submarines in WWII . All ships would have at least one of these on board as a utility vessel or lifeboat. Corvettes: these are likely to be militarized fast courier ships carrying some light weaponry to take care of civilian grade threats-pirates or mercenaries- but would (and did!) get chopped to pieces by warships. Frigates: the warship most likely encountered by players. Frigates would be used to escort cargo and warships, intercepting smugglers, or long range border patrol . Many frigates would be fusion powered to be better able to project presence - hard to do that from 25,000 km away. They would have civilian grade armor but strong point defences and some nuclear and railgun capability against heavier threats. A small complement of fighters likely round out their arsenal. Destroyers: the first warship capable of using anti matter as a weapon. Destroyers are well covered in the main rulebook and other threads. They seem to cover the role of cruisers in today’s navies , a powerful vessel capable of independent action. Battleships: It has been pointed out that any vessel with an anti matter engine is essentially equipped with a powerful , if unfocussed, particle beam . Battleships correct this on a slightly smaller scale. A smaller matter / anti matter reaction with the energy focussed (don’t ask me how…future!) into a powerful directed energy weapon. Contrary to most depictions of large ship weapons I feel these would be situated closer to the main engines to keep the anti matter transit distances short. As the largest common warship it could have roughly double the size and armament of a destroyer . Being a fleet vessel they would rely on screens of fighters and escort frigates for protection while using their superior ranged weapons. Dreadnoughts: Historically, the defining moment between Dreadnoughts and Battleships came with the launch of HMS Dreadnought as the first "All Big Gun" warship. With that in mind Dreadnoughts could be weaponized asteroid movers. It would not take much imagination to make the leap from using their collimated particle beam weapons to vaporize a patch of some errant object to provide thrust on its surface to parking over a troublesome habitat and burning it down. In fact this could give some added context to the Commonwealths decision to move moons as part of its defense grid - a show of capability along the lines of "Yes, we have enough to do this.". As for design, they would be large for spending time at various asteroids altering their orbit and probably heavily armored to deal with particulate debris kicked out in the process. Missile, Railgun and Fighter armaments would likely be sparingly used but point defenses would be strong. For a better feel on how warships are put together I highly recommend Norman Friedman’s Modern Warship: Design and Development and Battleship: Design and Development 1905-1945 -much harder to find, but worth it IMHO. Both books provide useful insights into how the various choices and compromises made during development impact the resulting vessel .
Current Status: Highly Distracted building Gatecrashing systems in Universe Sandbox!
Decivre Decivre's picture
Arenamontanus wrote:It has a
Arenamontanus wrote:
It has a huge advantage in that it can carry the small crafts and gadgets efficiently: you don't want every of them to have a huge engine, and at least for antimatter there are economies of scale and a minimum size.
A thought came to mind reading this: how efficient would a fleet of ships be if they could attach to one another to form a larger ship rather than being contained in a larger ship in and of themselves? The back of said gestalt vessel could essentially just be a massive engine that attaches to the greater whole as a module. This would mean that every ship of said fleet can be designed at a smaller scale, and propulsion of the entire fleet can be handled by one non-combat vessel (which in theory could double as a projectile, when you think about it). Would this be an effective combat fleet?
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Jaberwo Jaberwo's picture
More or less my approach how
More or less my approach how to think about it, the fighting is done by small expandable units swarming the battlespace carried beforehand by a big ship that is mostly made of engines and the usual required hardware for them.
Arenamontanus Arenamontanus's picture
Decivre wrote: how efficient
Decivre wrote:
how efficient would a fleet of ships be if they could attach to one another to form a larger ship rather than being contained in a larger ship in and of themselves? The back of said gestalt vessel could essentially just be a massive engine that attaches to the greater whole as a module. This would mean that every ship of said fleet can be designed at a smaller scale, and propulsion of the entire fleet can be handled by one non-combat vessel (which in theory could double as a projectile, when you think about it).
It would have a single point of failure, of course. From a celestial mechanics perspective, delta v changes are going to be determined by the Isp, which favours a really efficient engine, and the total amount of fuel to payload (more is better, but levels out quickly). Acceleration on the other hand benefits from light ships with little excess fuel. So I think this favours dedicated carriers, but probably a few separate carrier engines that can link together just in case a few are lost or the fleet needs to split.
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Maedhros Maedhros's picture
Is a space navy even feasible?
Hi - I'm new, so forgive me if this has been answered before. Given the engine technology in the setting, is a space navy even practical given the vast distances involved? For example, the text discusses the struggle between the Exhumans and the Go-Nin for the gate on Eris. It mentions a counter-attack that originates from Titan. Could that even happen? Eris is at 55 AU from Sol, Titan is at 9.5 AU. How long would it take a warship to travel 45.5 AU? It seems that this would take many years to accomplish. Has this issue been discussed? (I assume it has; if someone could point me in the right direction I would appreciate it). Pre-emptive thanks!
One humanoid escapee One android on the run Seeking freedom beneath the lonely desert sun
Jaberwo Jaberwo's picture
In our Pre-Fall game we play
In our Pre-Fall game we play the infomorph crew of a big warship. It has a delta v of 500km/s and an acceleration of about 0.009 Gs. Last session we were on a brachistochrone trajectory to the belt from earth and it took us about 50-60 days of constant acceleration and deceleration. We will be able to fly back the same way and will still have some reserves. The Captain was only on board for the second half of the trip, he spent the first month with his wife and kids back on earth.
Maedhros Maedhros's picture
Asteroid belt to the Earth is about 1.86 AU distance
and takes 50-60 days. Call it 30 days/AU. That would make a trip from Titan to Eris somewhere around 1365 days, or about 3.5 years. Add 0.5 years for vagaries of trajectory and orbital position. Doable, I guess, but it gives the defender a lot of time to prepare if they detect the fleet en route.
One humanoid escapee One android on the run Seeking freedom beneath the lonely desert sun
Jaberwo Jaberwo's picture
This: http://www.transhuman
This: http://www.transhuman.talktalk.net/ts/TSTravTime.htm gives me 171d for 20 AU and two years for 100 AU, which I estimated for the smallest and biggest distance. In the campaign we started talking (or trying to talk) to all the faction leaders of our traget asteroid group as soon as we started from earth, as well as long range infiltration of their public networks with monitoring AIs. Not being detected isn't possible in our view of the whole space navy thing.
Arenamontanus Arenamontanus's picture
My own calculations using
My own calculations using porkchop plots also produce similar numbers. In the outer system it takes months to get anywhere, even if you have an impressive ship. http://eclipsephase.com/comment/24994#comment-24994
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Maedhros Maedhros's picture
Thanks for the links!
They are very helpful.
One humanoid escapee One android on the run Seeking freedom beneath the lonely desert sun
Hapax Legomenon Hapax Legomenon's picture
This is my first post ever on
This is my first post ever on the forum, so can I start by saying how deeply intimidated I am that everybody here just whips out these equations and whatnot! I half expected the signup page to ask me where I got my Master's! On Topic: First, I would think that every polity has their own classification system that doesn't mesh with the others. The difference between frigates, destroyers, cruisers, battleships, etc is mostly very fuzzy. That said, there are a few assumptions I feel comfortable making. Frigates and patrol ships are likely very similar, probably more of a difference in nomenclature than anything. The Jovians and PC probably make a distinction, but the others may not. I can see Jovian patrol ships being very fast, short ranged and mostly Marine transports for their customs interdictions. Frigates (or other long-range patrol ships) would probably be using long-distance patrols for pre-positioning - polities like Titan would probably have a few frigates operating out of one or more friendly fuel depots as deep as the belt and quite far away from the homeland. The crew might egocast back and forth and the ship may not be ever intended to see home port. I see Frigates as being part flag-waving/saber-rattling and part diplomatic envoy for the occasional surreptitious face-to-face conversation. Small places that don't need their own embassy would just wait for the nearest frigate to make a sweep by to handle political business. They couldn't stand up to a 'real' warship, but they'd be sufficiently armed to make a point and get into some trouble. Destroyers, cruisers and battleships are pretty much interchangeable. Today's destroyers are larger, heavier, more populated and, of course, drastically more heavily armed than last generation's cruisers. And, of course, a vast number of American cruisers were invented during the cold war to close the incredibly pointless 'cruiser gap' - one day a ship was a 'destroyer leader' and the next it was a 'cruiser' just so it sounded more frightening. Originally all three classifications were roles. Destroyers started off as point-defense for the real warships before becoming torpedo-armed skirmishers. Age of Sail cruisers were usually frigates on detached duty and a battleship was anything from a 74-gun third-rater to a 150 gun first-rater. I'd probably use Destroyers and Battleships to designate two ranks of ships of the line - something that can stand up to warship-to-warship combat would be a destroyer, with a Battleship being the big brother/formation flagship. Sort of a continuation of Age of Sail third-rates vs first-rates. Yeah, the first rate is huge, tough and carries twice as many guns as the third rate, but it's so expensive they almost never see battle and on most occasions you'd rather have a third rate anyway because they carry the guns better, are more maneuverable and it's actually designed to get the job done as opposed to looking scary. So I'd guess the Titanians would have more Destroyers and Frigates and the Jovians would tend toward Battleships and Patrol Ships. Thank you for reading that essay.
Lorsa Lorsa's picture
My question is, what do the
My question is, what do the Jovians DO with all these ships? How come they haven't tried to take over more of the system? They have to understand that the longer time goes the less of an advantage they'll have so why not capitalize on it now?
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Arenamontanus Arenamontanus's picture
Building and maintaining big
Building and maintaining big ships also produces jobs, gives status to different organisations, positions for officers, and looks good. Bureaucratically and politically a big fleet might make sense even if it doesn't get used. Also, some nations have failed at taking advantage of their potential simply because of political reasons. The pre-emptive expansionists might well have allies for building lots of ships, but not enough allies for stomping on more habitats.
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Anarchitect Anarchitect's picture
It's a Navy
For the same reason the US doesn't go Curb-stomping the rest of the world just because our Navy is bigger than everyone else's put together. It's ALREADY obsolete. Space warfare gives a tremendous advantage to the defender. You cannot sneak up on anyone in space. The Attacker has to carry enough Delta-V to get to the fight, while the defender can devote that extra mass to armor, weapons, thrust, or having more delta-V for maneuvering during the fight. To overcome this, the attacker will have to devote significantly more industrial capacity to the war than the defender in order to gain and keep a numerical advantage. Those Jovian Warships aren't really good for invasion. Nothing is. They're much better on defense. The entire Jovian setup is made for defense. The hollowed-out asteroids? All their habitats have massive layers of cheap armor, and a huge mass to dump heat in (very important for firing weaponry.) They're bunkers, able to outlast a major assault for a good long time. Those warships are there to respond to assaults on habitats. They'll have all those defender advantages then, huge delta-V reserves, more armor and weapons. The whole setup is there to defend against a possible TITAN attack. Unless the Titans show up with cloaking devices, shields, FTL Warp drives, and some way to violate thermodynamics to deal with the heat buildup, It's a pretty good defense. And if the rest of the system fears a Jovian Invasion because of that huge fleet? Then maybe they'll build up their own militaries, and design their habitats with defense in mind. Which is exactly what the Jovian Military WANTS: Decently armed allies when the TITANS return. It's like a cold war in reverse: pressuring the other economies into greater military spending for their own good.
Smokeskin Smokeskin's picture
Note that the Jovians are
Note that the Jovians are also getting away with a lot shit, like charging ships slingshotting around Jupiter, something they probably couldn't do if everyone wasn't afraid of picking a fight with them.
Chernoborg Chernoborg's picture
combat radiators
I've been reading some of the other posts on space combat and it seems that most of the designs for radiators aren't well suited to the intense maneuvering that even the large warships would have to engage in. The solution I came up with was a drone swarm of fighter-like craft stripped down to the bare essentials and equipped with extra radiators and a coolant transfer port. The idea is to have a number of specialized docking spars to which the drones dock, pick up hot coolant while off loading cold coolant then eject to a certain distance to radiate the heat away. Since a small drone would be far more maneuverable ,it could evade the main ship even during combat jinking to avoid missile debris and railgun rounds ( assuming point defense is doing its job!) perhaps even to the point of docking during such evasive actions! Right now I see the drones as a sphere,similar to a rover morph, with a disc of radiator panels about 10 m square, at the "poles" of the sphere are the coolant ports ringed by metallic hydrogen RCS . The panels could fold slightly such that the drones stack like cups when not in use and the pass through coolant ports would enable the outer drones to launch first or a whole stack to be charged and launched simultaneously. When active the swarm would resemble a cloud of embers swirling from the docking spars. Not at all stealthy, but stealth is already a lost cause at that point anyway. If one were clever and had sufficient extra drones on hand, you could have them form decoy shapes or fog an enemy's sensors by switching from edgewise to full disc much like how bird flocks or fish schools move . In terms of quantity, you'd need a lot of drones( hundreds or thousands) to keep up a decent cooling cycle,this could mean more surface area than with conventional radiators and there would still be fuel costs involved with operations. But as a solution for heat management in combat it could be worth the cost
Current Status: Highly Distracted building Gatecrashing systems in Universe Sandbox!
thezombiekat thezombiekat's picture
if your warship was dependent
if your warship was dependent on radiator tenders for prolonged operation they would be the first thing i shoot at. a smaller target yes but not small enough to be hard to hit. less armor than the main ship, the radiator panels shouldn't be hard to penetrate, presumably lacking there own point defense and if they have the delta-v for evasive maneuvers that will cut down the amount of coolant they can carry and burn fuel fast. with the right sub-munition missile systems you could be striped of your radiator fleet pretty fast. then i send enough cheep munitions at your ship to force you to use your point defense till you cook yourself or surrender. i would actually be tempted to design a dedicated warship to run very hot. crew entirely with info-morphs and synths build everything with the high grade heat tolerance trait (not the one for Venus, we need them to operate while cold as well). you start the fight running fairly cool and work the radiators hard but because everything on the ship will work perfectly at 300-400C you can use more energy than a ship designed to support life, dump waste heat to the entire hull as a buffer, your heat sinks can then run hotter and more effectively than usual because the heat they are gathering is greater. you also save mass on life support and living space. as to gravity. any kind of rotational system will be a structural weak point and act as a gyroscope restricting maneuverability in combat. i once read a book that had long tube shaped warships (so they could prevent a limited target profile by pointing at the enemy). they used the acceleration burn, coast, deceleration burn model for traveling significant distance, they had apparent gravity due to acceleration during the burn phases and spun the ship end over end for gravity while not under power or in combat. the end over end spin gave some gravity at each end of the ship with "down" being away from the ships center of mass. under power of cause "down" is the direction the drive points so in the forward sections of the ship the floor and sealing regularly swap. during combat you don't spin the ship and strap in because the ship may need to maneuver on short notice and inertial dampeners don't exist.
jackgraham jackgraham's picture
Things you wouldn't see that
Things you wouldn't see that are staples of TV/movie space battles (yeah, this is basic stuff, but I'm responding to the original poster): - brick shithouse vessels like BSG's Battlestars - fighters with human pilots - that thing that happens in George Lucas movies and EVO where the entire viewscreen is packed with ships from opposing sides - opposing sides being in visual range before they kill each other - human gunners - chemical rockets - exchanges of beam weapon fire between capital ships - combat hacking of enemy vessels things you would see: - missiles, fueled and armed with either antimatter or metallic hydrogen (the latter not on a good day) - drones. holy crap, so many drones. (sensors, decoys, hull-holers, etc.) - armor, but more as radiation shielding than to withstand kinetic damage things you might see: - mines, but only if they're worth one side's expenditure of munitions - railguns & beam weapons designed for close-in defense The idea of using the exhaust spike on an antimatter vessel as a weapon is kind of funny (in that "mass destruction is really funny" kind of way), but in practice, I can't imagine it'd come up all that often. You'd probably have to have already subdued your target to get in close enough to use it.
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thezombiekat thezombiekat's picture
to be honest i would predict
to be honest i would predict a lot more down right nefarious actions in warfare. stealth may be imposable but misdirection is not. bolt a cheep low impulse drive and associated fuel tanks on the back of your warship. coat it first in nanobots designed to eject from the hull on a signal and paint over them in the cheapest exterior hull paint you can find. now you read on long range scans as a freighter in the same mass class as your warship. send some bogus signals to traffic control indicating your intentions (anything that gives you an excuse to be close to them at the speed you want). when you get to the edge of visual identification range (the point when they can tell your shape isn't that of a freighter) you eject the freighter drive and the cheep paint and your target now has a state of the art warship within combat range with no warning and full fuel tanks remember it got this far on the cheep freighter drive and its external fuel pods, now close to dry and discarded), since freighters are known to travel in convoy you can get a decent attack force into position this way. the counter strategy of cause is to send a high speed sensor probe to make a close range visual inspection of every approaching ship while it is still months out, the counter to that is a full coverage false hull and the defensive counter to that is to equip customs craft with high speed drives and make incoming freighters from all but the most trusted ports submit to a cargo examination months before getting to the destination (you cant ego cast over they will just load you into a simulspace of a real cargo ship)
Rallan Rallan's picture
The way I see it, combat
The way I see it, combat spacecraft are going to be cheap and nasty. Surprise is more or less impossible because everything in space sticks out like dogs balls. Surviving a direct hit is more or less impossible because it's very very easy to make insanely fast projectiles or insanely big explosions but very very hard to make a pressurised tin can in a vacuum that can survive either of them. So what you ideally want is something that accelerate harder than everything else (so you get to decide before the fight even begins whether you want to be part of it), something that's very maneuvrable and stuffed to the gills with countermeasures (because they're the only ways you'll survive an attack), and something that can hit as hard and often as possible from as far away as possible. Basically what you want is a stripped back piece of crap that consists almost entirely of a weapons platform bolted onto an engine, ideally with no living quarters because having crew on board sleeved in physical bodies (biological or otherwise) is just asking for it. Oh and I don't really see large "battleship" type ships being a popular idea. Any conventional ship is going to be toast if it suffers a direct hit from a badass military grade anti-ship weapon, no matter how big the ship is. So rather than wasting vast amounts of resources on an impressive looking white elephant, our hypothetical navy would be much better off by breaking up that space battleship's armament and mounting it on a flotilla of much more expendable vessels.
Decimator Decimator's picture
Rallan wrote:Oh and I don't
Rallan wrote:
Oh and I don't really see large "battleship" type ships being a popular idea. Any conventional ship is going to be toast if it suffers a direct hit from a badass military grade anti-ship weapon, no matter how big the ship is. So rather than wasting vast amounts of resources on an impressive looking white elephant, our hypothetical navy would be much better off by breaking up that space battleship's armament and mounting it on a flotilla of much more expendable vessels.
Some weapons simply won't [i]fit[/i] on smaller rockets. The effective range of things like particle beams and free-electron lasers is directly related to their size. The high end for a free-electron laser is a kilometer-diameter accelerator ring with a hard-kill range of a [i]light-minute.[/i]
Jaberwo Jaberwo's picture
This of course requires some
This of course requires some kind of sensor to have the exact position of the target, i. e. a small enough positional uncertainty to hit it. which reduces the range to that of the scouting asset, hwich is in turn subject to ECM. And everyone would know where that laser ist probably, due to the enormous activity the construction would require. You definitly need to be the main power in that volume of space, to an extent that other policies can't build up enough diplomatic pressure to stop you. So essentially nothing you can do when you have to share orbits with neighbours that don't trust you completely. In addition, everyone can plan for that superlaser and it would probably justify any kind of ruse to destroy it considering what it cost you. They do exist though and have some great military uses for defense, but I think they are far from unbeatable. In our pre Fall Royal Navy campaign ECM plays a major role, I think a superlaser would essentially be nothing more than a regular laser fighting alongside the sensor asset, albeit indestrucitble from a tactical point of view. I'll give it some more thought though.
Decimator Decimator's picture
Jaberwo wrote:This of course
Jaberwo wrote:
This of course requires some kind of sensor to have the exact position of the target, i. e. a small enough positional uncertainty to hit it. which reduces the range to that of the scouting asset, hwich is in turn subject to ECM.
It doesn't need exact positioning. It has as much ammunition as the electricity its reactor can supply, so it can just keep firing until it scores a hit. A light-minute is an awful lot of space to cross when you're getting shot at. Also, scouting assets don't actually help in this sort of situation. The enemy unit will be targeted using its passive infrared emissions, and targeted that way. The limiting factor is lightspeed lag, which a forward probe will not help.
Jaberwo wrote:
And everyone would know where that laser ist probably, due to the enormous activity the construction would require. You definitly need to be the main power in that volume of space, to an extent that other policies can't build up enough diplomatic pressure to stop you. So essentially nothing you can do when you have to share orbits with neighbours that don't trust you completely. In addition, everyone can plan for that superlaser and it would probably justify any kind of ruse to destroy it considering what it cost you.
The existence and position of the craft would likely be known at all times, along with every other military spacecraft of every faction in the system.
Jaberwo wrote:
They do exist though and have some great military uses for defense, but I think they are far from unbeatable.
I never intended to imply that they are unbeatable. This type of craft is mostly a rebuttal to Rallan's idea of lots of small craft. The point is that certain very useful weapons are simply too physically large to fit on a small craft. There isn't any other weapon which has this kind of unanswerable range, and it can't be made any smaller without losing effectiveness. While a missile or projectile may technically have unlimited range, they can be deflected or destroyed. There is no such answer to a free-electron x-ray laser.
Jaberwo wrote:
In our pre Fall Royal Navy campaign ECM plays a major role, I think a superlaser would essentially be nothing more than a regular laser fighting alongside the sensor asset, albeit indestrucitble from a tactical point of view. I'll give it some more thought though.
How did you do ECM? The only thing I was able to come up with was a bunch of laser dazzlers of various wavelengths pointed at every local sensor the opponent controls, and I'm not sure that's workable.
thezombiekat thezombiekat's picture
Decimator wrote:
Decimator wrote:
Also, scouting assets don't actually help in this sort of situation. The enemy unit will be targeted using its passive infrared emissions, and targeted that way. The limiting factor is lightspeed lag, which a forward probe will not help.
if your scouting asset is equipped with QE com it dose help. based on the maths earlier in the thread to calculate the volume of space a ship engaging in evasive maneuvers could occupy when your weapon arrives i would say it helps a lot.
Decimator Decimator's picture
thezombiekat wrote:if your
thezombiekat wrote:
if your scouting asset is equipped with QE com it dose help. based on the maths earlier in the thread to calculate the volume of space a ship engaging in evasive maneuvers could occupy when your weapon arrives i would say it helps a lot.
While QE works that way in this setting, it doesn't actually work that way, so I prefer to discard it from my reasoning.
Jaberwo Jaberwo's picture
Decimator wrote:It doesn't
Decimator wrote:
It doesn't need exact positioning. It has as much ammunition as the electricity its reactor can supply, so it can just keep firing until it scores a hit. A light-minute is an awful lot of space to cross when you're getting shot at. Also, scouting assets don't actually help in this sort of situation. The enemy unit will be targeted using its passive infrared emissions, and targeted that way. The limiting factor is lightspeed lag, which a forward probe will not help.
That is true I guess, you have a lot of time to hit something, I just wanted to add the caveat that although the theoretical range might be one lightminute, in practice in will be less and depend on forward sensors on the fringes. I don't use QE comms in my EP either btw.
Decimator wrote:
The existence and position of the craft would likely be known at all times, along with every other military spacecraft of every faction in the system.
Very true, my remark was aimed at the fact that you would know in advance where it will be, as it cannot maneuver.
Decimator wrote:
I never intended to imply that they are unbeatable. This type of craft is mostly a rebuttal to Rallan's idea of lots of small craft. The point is that certain very useful weapons are simply too physically large to fit on a small craft.
I did not think that you did, and I have not thought enough about this aspect of superlaser vs the swarm approach (which is my main way of thinking about combat in spaaace), yet, so I hope we can develop this further.
Decimator wrote:
There isn't any other weapon which has this kind of unanswerable range, and it can't be made any smaller without losing effectiveness. While a missile or projectile may technically have unlimited range, they can be deflected or destroyed. There is no such answer to a free-electron x-ray laser.
Well what other answers, of a different kind, will be there? ;) Like I said, you know where the thing is all the time, so the owner needs to be extra careful with the sphere of radius R = "typical range of a small standard weapon" around her big laser. That practically excludes a good volume around it, which might make it really difficult to find a good spot. Do you assume an asteroid as a heat sink? Or rather a free floating station? My knowledge about free electron lasers: A big ring of relativistic electrons, spraying X-rays all over the place at every bending magnet. You take the beam and let it fly through an undulator shooting lots of X-rays where the beam and the undulator was pointed. I think the Laser will have same blind spots, won't it? If it is on an asteroid it will at most be covering one half space, but you can just put two on each side. Otherwise it has a gigantic two dimensional radiator array somewhere, which might be difficult to maneuver out of the way when someone approaches from there. This approach might be even more difficult to pull off though. But most of these superlasers will be close to a planet right? So there might be windows of opportunity if you have come close already to get even closer, but still you're pretty far away, so might be useless. Can you aim your laser in any other way than moving the (massive? how massive?) undulator(s)? Does anyone have an idea how to calculate how many shots you would need given some numbers about the precision of the various aspects (where you point your laser, where you think the target is, etc.) How do you fire the beam into directions not in the plane of your accelerator ring? Is it possible to change the area in which the energy is concentrated to scorch lots of small targets and knock them out of their way instead of vaporizing them? How much of the construction can be armored to an extent that it is pretty much invulnerable to kinetic attack (i.e. buried under many meters of asteroid rock)? What about other superlaser-concepts? Phased array lasers are the main weapon on ships or asset in my EP so far. 1000nm is the usual wavelength.
Decimator wrote:
How did you do ECM? The only thing I was able to come up with was a bunch of laser dazzlers of various wavelengths pointed at every local sensor the opponent controls, and I'm not sure that's workable.
Basically every asset of the swarm traveling in front of the main ship in a combat situation and every inflated decoy are surounded by a swarm of wide frequency (esspecially lots of energy in IR) jammers that are focused in the general direction of the enemy, something on the order of a few degrees. The few hunderd K asset is somwhere between them, hopefully with a positional uncertainty so that the first shot misses, but unveils the attacking asset, which gets shot at in turn. Arenamontanus paper: S/N = Ft / (Ft + Bnpt + Btnp + Dnpt + R2np) where F is the average photon fux from the source (photons per second per square meter), t is the time interval of the measurement, B is the flux per pixel per second from the sky background, Bt is the flux per pixel from the telescope itself, D is the dark current flux (due to the CCD array itself), R is the readout noise per pixel and np is the number of pixels. Typically useful observations begin to be possible at S=N > 5, although guessing that something might be there is possible at S=N = 2 or 3 (but estimates of energy and other properties will have 50% errors). It is very difficult to see something that is close to the sun, maybe you can put something in front of the sun. But I don't think that concept works when jammer and the object are only fractions of arcminutes away from each other.
thezombiekat thezombiekat's picture
Thinking about the huge super
Thinking about the huge super laser. A range of a light minute was given. This would allow you to threaten any object orbiting the same planet as the weapon. Or the same set of trogons. No other polity in that region is going to be happy with you. And no polity controls a region that large (the Jovian’s are closest and they have 2 or 3 moons in there system that are not members) If it was approached aggressively by something big and visible it will take a few shots get a hit and take out that ship. But I wonder if it would do so well against the swarm tactics described above. Drones and missiles are small targets and quite manuverable. Hitting one at a light minute is incredibly unlikely. If faced with such a swarm the main cannon will be of little value and it will have to rely on traditional point defence weapons. Because the structure is immobile these point defences can be more easily targeted at range than the point defences on a mobile ship. Rail guns and lasers on drone fighters can take out point defence weapons from the very edge of effective range. Once most of the point defence is down send in the antimatter missiles, and if we only have a few of those, hundreds of other missiles to act as decoys. Scratch one super weapon. Another option would be to take your swarm to any habitat within the range of the super weapon and ignore it. It can’t hit your small fighters from halfway around the planet. It has the range but not the accuracy for such small and fast targets. Such an attack, even if small and dealing minimal damage would be a serious blow to the morale of a population that had been told they were protected by the super weapon.
ShadowDragon8685 ShadowDragon8685's picture
Hrm... This topic prompted me
Hrm... This topic prompted me to think and ramble. Take my ramblings for what they are: just ramblings by me, as I read the setting... In a proper, knock-down, drag-out space war between the polities, the advantage is going to go to whomever has the most efficient ships. Obviously that doesn't equate to automatic victory... But quite frankly, there's literally no need to put a single morph aboard your vessels. Biomorphs require living space, they require food and oxygen and waste handling facillities, etcetera, etcetera. They require mass and volume, two things which will only hinder you in a fight. The Fenrir synthmorph is the perfect example which dedicated warships should wish to follow. You can fit an entire main battle tank's worth of crew and armaments into a morph about a quarter to a half of the size of the main battle tank simply by excising, completely, all of the space and mass used to support that crew. You can either use this savings to build your ships smaller and lighter, or the same size and more heavily armed/armored. Even using synths exclusively would be a lot of a savings, but not nearly as much as an all-infomorph crew, unless they're all swamanoids or something. (Though really, even an all-infomorph crew will probably want swarmanoids and other microbots around to sleeve into for maintenance and repair work. The footprint of swarmanoids would be negligible, however.) Plus, of course, there is acceleration to consider. A ship whose crew isn't rattling around like shot in a shoebox can quite happily perform maneuvers that would reduce a squishy biomorph crew to pulp on the bulkheads and even a synthetic crew to piles of parts. This is particularly important in the case of fighters, but is still important for larger ships. Ultimately, though, nobody has the stones to do that. The Jovians are extra-screwed: even their spies sleeve into flats, which is pretty much the very first thing that anyone suspecting Jovian shennanigannery is going to look at, so there's no reason to suspect their spaceship crews don't do the same. Not only do their ships have to carry enough radiation shielding to protect computerized systems, but they have to carry enough to protect the crew. This isn't something that can be jettisoned, either, at least not if you ever plan to come home, which means a Jovian warfleet has to carry a smegload of radiation shielding into battle, spending delta-v to accelerate and decelerate it. Between the radiation, the flats, and the fact that they're falling behind in the tech curve, ultimately the Jovians are space North Korea: Loud and dangerous on their home turf, but essentially incapable of projecting any real power anywhere else. Their ships are going to be antiquated and obsolete, and while they might have an advantage in their ships being too [i]dumb[/i] for returning TITANS to hack, that won't mean much since in thirty years' time any attacking power will simply rend their fleets into confetti. The Titanians, ironically, are in a similar situation: though they have the technology to be the highest-powered fleet in the system and good morale, ultimately their fear of TITAN hacking has led them to install copper-wire, analog-switchboard archaeotech redundant communications aboard their ships, which indicates that not only are their systems largely manually operated (or at least have mechanical failsafe interlocks that let a biomorph flip a switch and disable all the interconnectivity,) but also that their ships are crewed by biomorphs. They'll have the advantage over the Jovians in terms of technology, but they won't be able to wage a successful war on the Junta's home turf without building an entirely new fleet specifically to fight in the Jovian system and even then they'd more or less have to resort to a wave of battleships riding in behind an absolutely enormous cloud of missiles. And even then, if they can't get over their hang-ups about TITAN hack-attack preparedness, they probably won't win, because the Jovians will still have a huge military-industrial base and the home-ground advantage. The Martians are a wildcard. If they played very smart, they could make themselves the uncontested military might of the system. Judging by two colossally failed attacks on Locus, however, they aren't playing very smart at all. Even if they get over the TITAN preparedness thing, though, I wouldn't put it past them to try and crew an all-informorph ship with a mostly-indenture crew, which is just begging for mutinies to happen at the worst possible time. Basically, dominance is going to go to the first party who gets over their biomorph and human-sized synthmorph hang-ups, and their "we need to be ready if the TITANS come back!" hangups first and makes a fleet of tight, compact, dense warship full of informorphs and swarmanoids that can outmaneuver and out-gun everybody else by virtue of being capable of running their ships hotter and accelerating harder than any biomorph crew can tolerate. The Jovians are screwed, because while the other factions might be able to adapt to the new military paradigm, they won't be able to, and like the original North Korea, they'll be left with an alarmingly huge military consisting of increasingly-antiquated and obsolete weapon systems, vehicles, personnel, and modes of thinking; still dangerous if you attack them in a conventional war on their home front, but if you really want to, you can simply wipe them off the face of the solar system and they can't do jack to stop you. Ultimates? Other than a few habitats and a small moon, they aren't really holding much terrain in their own name, and they haven't got much of a navy to speak of. The only danger from them to the main groups is a surprise attack invasion through the Pandora gates. Since they too have biomorph hangups, that won't last long when they emerge from the gates to find that literally everyone else (except the Jovians, of course, who will simply resort to overwhelming numerical advantage,) has their gates guarded by Fenrir-style morph tanks and hardened defensive turrets, and that they're invading through an obvious choke-point down which the other guy has likely sited a capital-scale railgun or laser or an absolutely ridiculous array of automatic railguns, and if they should somehow manage to overcome the beachhead defenses, the other guy [i]probably[/i] has a bottle of antimatter sitting next to the gate waiting to blow it and the entire gate facility clear off the planetoid. They're only dangerous situationally, inasmuch as they can operate with virtual impunity in the outer rim because nobody's reinforcements can get anywhere any time soon, and isolated habs of autonomists are easy to pick off without provoking anybody with enough military potential to decide to retaliate and turn Xiphos into space junk into doing just that. (I imagine that the Titanians [i]could[/i], but they won't commit their navy to demolishing Xiphos for fear the Jovians or Martians would take it as an invitation to attack them or other inner-rim autonomists with whom they have defensive obligations while they're off indulging in a spot of military adventurism.) They might be useful mercenaries if you wanted to hire them to put their own biormorphs on the line in a conventional invasion (If I wanted to invade a Jovian habitat, I'd sure rather the first waves were Ultimate mercs than my own marines, for instance,) but they're basically untrustworthy and should be treated as such. (If they're left alone for fifty years, though, that might all change, especially if they decide to backstab the go-nin and claim the gate for themselves in their own name, a move that would more or less be about as contested as when the go-nin hired them to blatantly and aggressively take it from the scientists who found it.) So, it's a little bit of a mess. My bet, though, is on the Martians. Ultimately, the Autonomists Alliance has completely failed to grok that war-fighting is a field in which statists absolutely dominate autonomists, and this has been true ever since the days of Roman legions and barbarian tribes. Unless and until they set up some kind of system whereby the AA is managing an actual, first-rate, front-line regular military, Titan and - ironically - the Junta (who also have a vested interest in deterring Martian military adventurism) are basically the only things standing between them and being rofflestomped habitat-by-habitat by the hypercorps. None of their habs, not even Locus, could stand up to a determined and well-executed effort to exterminate them by a Martian military apparatus that had gotten its act together and treated them as a real threat. If Titan failed to get over their TITAN attack preparedness hangups fast enough, they wouldn't be able to stand in the face of Martian military-industrial innovation and production scales. Eventually, assuming their act comes together and they manage to squish in-fighting, the hypercorps will out-tech the Jovians to an hilarious degree and out-industry Titan, and simply outgun the AA as a whole. The Unification War will be long and bloody and drawn out, but the hypercorps - or more likely, a single hypercorp that manages to cow all of the others with significant industrial base and bring them to heel - will emerge dominant. Most likely they'd simply resort to nuking habs rather than trying to conquer them, as history has shown that a determined defender with backups waiting offsite have few qualms about an atomic scorched-earth policy. If their act [i]doesnt[/i] come together, though, Titan and the Autonomist Alliance will carry the day. There's a non-insignificant chance of this, depending primarily on when the Martian Revolution goes down and how successful it is. The hypercorps won't hold without Mars, and if Mars is subjected to a Red Faction-style revolution and then largely goes Autonomist, the hypercorp agenda is boned. Even if they declare themselves an X-factor, neither hypercorp nor autonomist, that will still leave the AA and Titanians together the single dominant power in the system, though given their nature, they'll never be able to consolidate and prosecute a successful unification war to bring everybody together under their banner. If Mars decides to follow Titanian Technosocialist lines explicitly, though, that might be an interesting day. The Jovians defaulted themselves out of the long race by trying to bring a technoconservative human space navy to a transhuman space fight and can't win the short race for the same reason Mars can't - if they even try, Mars and the AA would gang up on them, and most likely Titan would start arming all those interplanetary missile silos with antimatter habitat-busters. The Ultimates aren't serious contenders and will be destroyed (quite possibly by an alliance of literally everybody else,) when and if they try to deploy their pandora gate back-alley trump card and probably get branded as exhumans for their trouble. Their best bet is probably to find an exoplanet to call a homeworld, move there en masse through their gate, and then like, fling the exoplanet-side gate into a sun. Failing that, they might manage to be a serious threat to the others in about a century, if they find and claim an exoplanet homeworld and start shipping raw resources back to the solar system en masse to be assembled into a huge fleet, if they build up very, very rapidly and the other powers completely disregard them and spend that century doing other things or fighting with each other. The real question is, does any of it matter? If the TITANS come back, transhumanity can't stand, they simply can't. The TITANs sure as hell didn't [i]flee in fear[/i] from what remained after they'd slaughtered the vast majority of the transhuman population of the solar system when they turned Earth into an unlivable hell-hole. They probably left because they had the means to do so and no more [i]need[/i] for those that remained; they almost certainly would have been able to finish the job if they had been so inclined. That says that whatever they're doing - probably running off to incorporate themselves into some massive alien hard singularity collective of seed AIs somewhere in the galaxy - they (a) don't give a rat's ass about the rest of transhumanity, and (b) could squish the rest of transhumanity like a grape if they were so inclined. So there's no point worrying about the TITANs - either they're coming back and there's literally nothing transhumanity can do to stop them other than turning themselves into a hard-takeoff singularity long before they arrive, or they don't give a damn about transhumanity and thus, aren't an x-risk. The stuff the TITANs left behind is not as dangerous to transhumanity as a whole - it can cause some proper Dead Space style carnage raging across ships and habs, and it's possible entire moons or even Mars might be lost, but if it gets too out-of-control for Firewall and the individual security agencies to handle, the navies will simply antimatter the problem until it goes away. (If the TITANs had had some kind of basilisk hack that could propagate by the mesh and turned everyone into a mindless slave or whatever, they would have used it during the Fall. They either didn't care enough to make one, or couldn't make one in the time they had before their evacuation.) Other x-risks remain, however. Of those, the most obvious, immediate, and dangerous is the Factors - anyone with tech that's smacking you in the face with Clark's Law can pretty much exterminate you whenever they feel like it. The second biggest x-risk is transhumanity itself: with antimatter aplenty and lots of hostilities, it's entirely possible for the inner system and inner rim to wipe each other out in an orgy of matter/antimatter conversion. If that happens, it's questionable that the autonomists and scum and etcetera will be able to survive for reasons of simple resource requirements, let alone whether they'll be able to survive the long night with exhumans and so forth crawling around out in the dark. It makes you wonder if Firewall is turning a blind eye towards transhuman-initiated traditional x-risks such as all-out war, or not. That's what I think, anyway. Take it for what you will. Victory in the long run goes to the Martians if they get their act together and go both unconquered/undestroyed and unrevolutioned long enough to get their shit together, to the Autonomists otherwise. It's Mars's race to win, but if they keep faffing about and not taking everyone else seriously, the runner-up will pass them and their own pit crew will shank them in the back.
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Rallan Rallan's picture
Decimator wrote:
Decimator wrote:
It doesn't need exact positioning. It has as much ammunition as the electricity its reactor can supply, so it can just keep firing until it scores a hit. A light-minute is an awful lot of space to cross when you're getting shot at.
Oh it kinda does, because even pretty precise shooting isn't very precise at all over the sort of ranges that thing'd be used at. If you're off by a minute of arc when you aim at something a light minute away, you're off by more than 5200km. Even a 10,000km away, missing by a minute of arc means missing by about 3 kilometres. And even getting precise enough to be within a minute of arc of true is going to be a heroic (and maybe even impossible) task since you're aiming a device with a mass of thousands of tons that's a kilometre across, and trying to do it with enough speed and precision to track a target that's taking evasive action. Which is a roundabout way of saying that the chances of hitting anything at the crazy ranges a kilometre-wide electron laser is capable of are not looking good. So I'm not too sure why anyone would build one, when a laser with with an effective kill range of tens or hundreds of thousands of kilometres would be a heck of a lot cheaper (and would probably still have a kill range that's considerably longer than the range at which it can reliably track and hit an evasive target).
Decimator Decimator's picture
So, I started to do the math
So, I started to do the math on Δv requirements to avoid getting hit, but realized I'm missing a very important detail: how often the laser can fire. In my research I stumbled across [url=http://www.technewsdaily.com/18420-table-top-particle-accelerator.html]this article[/url], and [url=http://www.zmescience.com/research/particle-accelerator-on-a-chip-demons... article[/url]. Between the two of these technologies, I wonder if an accelerator ring would be required at all. I may have just invalidated my own initial point.
thezombiekat thezombiekat's picture
i am not very familiar with
i am not very familiar with electron lazes. i am amusing they fire electrons in a narrow beam like a laser if this is the case then fine targeting could be achieved using magnetic fields to deflect the beam, in a manner similar to the internal workings of an old style CRT. with no requirement to move a physical object this should give incredibly rapid targeting within a reasonably wide field of fire.
Noble Pigeon Noble Pigeon's picture
Good god, I honestly can't
Good god, I honestly can't expect to take all everyone says into consideration as a GM, right? This all blatantly falls into hard sci-fi which idk if I can handle :/
"Don't believe everything you read on the Internet.” -Abraham Lincoln, State of the Union address
Decimator Decimator's picture
Noble Pigeon wrote:Good god,
Noble Pigeon wrote:
Good god, I honestly can't expect to take all everyone says into consideration as a GM, right? This all blatantly falls into hard sci-fi which idk if I can handle :/
That depends, how much do your players appreciate hard science in your games?
Chernoborg Chernoborg's picture
Yeah,this is all speculative
Yeah,this is all speculative until such time as the devs publish otherwise.Take it or leave it as you like. We're just having fun throwing out ideas on how things could work. Here's a for instance: the Jovian fleet Most posts have the Jovians being hopelessly outclassed and pretty much doomed. With a bit of work and the source material the Jovians could be a credible threat despite the bioconservativism and mistrust of advanced technologies. Ships: Those ships are going to be built to work in the most hostile open space in the Solar system so taking them on in their space puts you at a disadvantage when you're lugging way more shielding or the fancy tech stops working. Just moving around the gravity well will require more power ( I shudder to think how much energy gets blown on customs stop!) . Each ship must have a crew compartment for biomorphs. I usually envision this as a spherical section to enclose the most space in the least amount of shielding material. Depending on the frequency of combat there may be a room with an array of g- couches and mounted on rotating gimbals to better deal with combat maneuvers. They can use teleoperated drones for any number of purposes from maintenance to point defense , although the fighters may have to be controlled locally by a dedicated patrol craft! In the time since the Fall, I'd expect the newer ships to be better suited to the Jovian environment than the older free ranging vessels. Tactics: Having the largest fleet means never sending one ship to do anything ,send a task force instead. Since biomorphs are a must they can't rely on extreme maneuverability to keep the ship safe. Expect long ranged attacks of overwhelming firepower to be conducted in order maximize the time available for evasive actions at tolerable g-loads. Special procedures are likely in place for dealing with offensive nanotechnology. Cleaning crews with EMP or microwave sweepers are an unpopular duty for sure , or just orbiting through the radiation belts to cook off any "bugs"! Morphs: The Jovians have augmented morphs. I think they strive for a certain minimum of genetic tampering and that these are done to the users original body, not sleeving into a new custom morph. I sometimes wonder if *ahem* samples are preserved beforehand to keep citizens children biologically "pure". The most necessary augmentations would be radiation resistance and possibly high g tolerance to better narrow the gap against more heavily modified or even fully synthetic crews of the enemy. After those, you're looking at splicer level mods and cybernetics. Yeah, I see the Jovians being quite ok with taking a mechanical advantage as long as it doesn't involve active nanotech. As mesh implants are allowed ships and drones can be controlled by VR and jamming.
Current Status: Highly Distracted building Gatecrashing systems in Universe Sandbox!
nezumi.hebereke nezumi.hebereke's picture
So given all of this
So given all of this discussion, I have to ask a question; why is it so hard to destroy a planet (or say a moon)? The answer is pretty obvious; because they're freakin' giant. Mass has its advantages. Sure, you're guaranteed to HIT it, but it has so much stuff that it's unlikely to do much damage. Plus, the major limitation on lasers and such is heat dumping. The quickest way to dump heat is to put it into some other chunk of matter, which planets have plenty of. So your lasers are more powerful and faster. What's the trade off? Mostly maneuverability. You have a good sense of where a moon will be tomorrow. However, this isn't necessarily a huge issue in some theaters. You may be flying a moon, but you still know where Mars will be, and good luck changing the orbit on THAT. If you can get your moonlet in range of Mars, you can beat the Consortium. While this is a very slow ship, it would seem to be perfect for the Jovians. You find some crusty asteroid, dig out the middle and use that to reinforce it, build in your lasers, install your engine, and you have a massive, ugly beater of a spaceship. It's the el dorado of space warfare, but that armor provides fine protection against radiation. Maintaining an atmosphere is relatively easy. The added mass of people is negligible, all things considered. And you have a ship that can pump out major firepower.
nezumi.hebereke nezumi.hebereke's picture
Actually, now I'm wondering
Actually, now I'm wondering if all of the images of Jovian destroyers aren't just like those replica car exterior kits you attach to your hyundai so it looks like a ferrari.
ShadowDragon8685 ShadowDragon8685's picture
Nezumi, to change the orbit
Nezumi, to change the orbit of any moon large enough to stand up to both the stresses of being used as an improvised warship and the antimatter missiles (among other weapons,) that the PC is going to throw in its way would require a mind-boggling amount of delta-v. Like, probably more delta-v than the entirety of transhuman civilization is capable of making. Not to mention that if you have that much delta-v to spare, and for some reason the PC doesn't have enough to counter it, you don't need to waste time making it into a ghetto warship, just chuck the whole space rock at Mars and flatten everything.
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thezombiekat thezombiekat's picture
you generally need much more
you generally need much more delta v to attack with a moon than defend against one. if you apply it early enough you only need to move it a few arc minutes and it will miss. so attack moon may want point defense. it dose give me an idea for those that are both genocidal and incredibly patient. start with an outbound comet, pick one with a low albedo so it will be hard to spot. put some engens on it and nudge its course so its return trip will intersect your target. do so fare enough from sol that inner system observers have difficulty getting precise data, they will observe the burn but assume that it is brinkers trying not to return. a couple of years latter it will be forgotten. as the comet is returning it looks exactly like a comet. the machinery buried in the ice is all completely inactive save a very small radio receiver. the comet will be able to get quite close before being identified as a threat only when the target sends people (probably not warships) to nudge the rogue asteroid you send a signal to wake up the hardware posably ego cast over and fight an unprepared enemy from surprisingly close. you could have big guns or just crash into a planet. of cause this is an attack that takes 50 years or more to send, and makes no allowances for improvements in technology of detection and war or for that matter just what your future diplomatic state with the target will be.
nezumi.hebereke nezumi.hebereke's picture
Remember, with the moon you
Remember, with the moon you mostly only need the outside crust. Hollow it out and you still have the advantages of mass, but greatly reduce the disadvantages. That interior mass can be used as accelerant mass or ammunition. Not saying it's a great idea. But it is definitely an idea.
Rallan Rallan's picture
ShadowDragon8685 wrote:Nezumi
ShadowDragon8685 wrote:
Nezumi, to change the orbit of any moon large enough to stand up to both the stresses of being used as an improvised warship and the antimatter missiles (among other weapons,) that the PC is going to throw in its way would require a mind-boggling amount of delta-v. Like, probably more delta-v than the entirety of transhuman civilization is capable of making. Not to mention that if you have that much delta-v to spare, and for some reason the PC doesn't have enough to counter it, you don't need to waste time making it into a ghetto warship, just chuck the whole space rock at Mars and flatten everything.
Not to mention that if you start shunting a heavily armed goddamn [i]moon[/i] around, people from halfway across the solar system will notice pretty much immediately, and they will completely lose their shit. And depending on your target they will have months or even years to come up with a plan to hijack the damn thing. Or failing that, they'll have months or even years to cobble together some sort of second-strike option so destructive that nobody will ever think of weaponising a heavenly body again.
thezombiekat thezombiekat's picture
i will point out that titan
i will point out that titan has actually weaponized moons. of cause they are defensive weapons, having been moved into orbit of titan to act as defense installations.
ShadowDragon8685 ShadowDragon8685's picture
thezombiekat wrote:you
thezombiekat wrote:
you generally need much more delta v to attack with a moon than defend against one. if you apply it early enough you only need to move it a few arc minutes and it will miss. so attack moon may want point defense.
In fairness, it's probably much harder to apply those few arc minutes on the defensive, though.
thezombiekat wrote:
it does give me an idea for those that are both genocidal and incredibly patient. start with an outbound comet, pick one with a low albedo so it will be hard to spot. put some engens on it and nudge its course so its return trip will intersect your target. do so fare enough from sol that inner system observers have difficulty getting precise data, they will observe the burn but assume that it is brinkers trying not to return. a couple of years latter it will be forgotten. as the comet is returning it looks exactly like a comet. the machinery buried in the ice is all completely inactive save a very small radio receiver. the comet will be able to get quite close before being identified as a threat only when the target sends people (probably not warships) to nudge the rogue asteroid you send a signal to wake up the hardware possibly ego cast over and fight an unprepared enemy from surprisingly close. you could have big guns or just crash into a planet. Of course this is an attack that takes 50 years or more to send, and makes no allowances for improvements in technology of detection and war or for that matter just what your future diplomatic state with the target will be.
Yeah, that conversation is almost always very awkward. "Hey, um... You remember how forty-nine years ago we were at each other's throats and ready to murder each other? Well, um... This is awkward, but see, we kind of... Launched a comet at you. We totally made a self-destruct system! (We filled it with nukes. Maxim 37, you know?) But, uh... It's not working and we can't figure out why. We would have told you sooner since we made peace twenty years ago, but we weren't sure it would last, and we figured we could blow it up remotely before it became an issue if the peace did last, but... Well, um... Yeah, sorry about that, guys."
Rallan wrote:
Not to mention that if you start shunting a heavily armed goddamn [i]moon[/i] around, people from halfway across the solar system will notice pretty much immediately, and they will completely lose their shit. And depending on your target they will have months or even years to come up with a plan to hijack the damn thing. Or failing that, they'll have months or even years to cobble together some sort of second-strike option so destructive that nobody will ever think of weaponising a heavenly body again.
I wanna find out what happens when you wrap a few kilos of antimatter in the strongest pressure vessel you can make, lash it to a Pandora gate and drop the mother into Jupiter. While a Pandora Gate can probably survive Jovian pressure/temperature/electromagnetism, the pressure vessel will eventually breach. When it does, the electromagnetic field suspending the antimatter will fail, the antimatter will go off, and that will definitely be enough to light off the Pandora Gate. (Not to mention being a pretty big boom in and of itself.) My personal bet is that that would be enough Boom (and possibly space-timey-wimey) to shock Jupiter into the stellar cycle and cook the entire Junta in their own septic vapors. Is that destructive enough for ya, or would you prefer deliberately building a few dozen Seed AIs and throwing them towards the guys who threw a moon at you? (Of course, I may be entirely wrong as regards the result of shocking Jupiter into the stellar cycle... Still, weaponizing a Pandora Gate seems fairly reasonable in response to someone weaponizing a moon.)
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