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For everyone who wants spaceship combat- Some numbers and stuff you should look at.

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NewAgeOfPower NewAgeOfPower's picture
For everyone who wants spaceship combat- Some numbers and stuff you should look at.
1 gram antimatter = 40 kiloton nuke (double hiroshima) 1 kilo antimatter = 40 megaton nuke (2,000 hiroshima) 1 metric ton antimatter = 40 gigaton nuke (2 million hiroshima) Courier boat--->>> 6 ton antimatter in 100 ton containment. Courier boat = 240 Gigaton nuke (8 million x hiroshima) Destroyer--->>> 150 ton antimatter in 2000 ton containment. Destroyer = 1.44 Teraton Nuke (200 Million Hiroshima) ========================================= My GM asked me about space combat. I gave him these numbers, and told him spaceship combat lasts about 30 seconds (somewhat exaggerating), is brutish, nasty, and has about a dozen survivors (if that) on the winning flotilla, on their last, heavily damaged and holed ship. More notes: Good news! A small flotilla of Destroyers ramming into a planet can make a giant hole, and render it permanently uninhabitable by transhumanity! While secondary radiological effects are short termed when compared with conventional nuclear armaments (haha, conventional nukes) the sheer amount of energy would cause incalculable geological devastation, tectonic unstability, along with generally distorting the planet beyond recognition. I deduce that the Jovian fleet of Dreadnoughts (Panopticon, p76) are operating on Fusion torches. Due to the inefficiency of gas mining from the Jupiter gravwell, inefficiency of PV cells at the Jovian orbit, and generally backwards Jovian tech, I doubt they have anywhere near the amount of AM production the other factions have. At best they could have an AM afterburner system, emergency use only. Coupled with their heavy mass penalties, never mind the mass implied by Dreadnought (I'd say these things are about triple the size of a Destroyer), this implies a strategic speed of less than 1/3 of standard Destoyer Fleets. I don't think the Jovian Battlefleet could conduct effective offensive operations.
As mind to body, so soul to spirit. As death to the mortal man, so failure to the immortal. Such is the price of all ambition.
nezumi.hebereke nezumi.hebereke's picture
Re: For everyone who wants spaceship combat- Some numbers ...
Are you suggesting the Republic's anti-matter data is perhaps agiprop?
CodeBreaker CodeBreaker's picture
Re: For everyone who wants spaceship combat- Some numbers ...
Granted, my understanding of antimatter production is sketchy at best, but as I understand it, the primary limiting factor is the ease of access to a large power source? Although severely lacking in the solar department, the Jovians still have access to one of the strongest magnetic fields on the system. It has been sometime since I have read up on electrodynamic tethers, however I seem to remember reading predictive papers that, given technologies that exist in Eclipse Phase, EDTs would be more than capable of outputting the power requirements for AM production. In fact, I am fairly sure that given the peculiarities of the Jovian ionosphere, Jupiter is one of the only places in the solar system where an EDT would be capable of powering such production. So if anything, they could very well be out in front when it comes to AM production.
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Arenamontanus Arenamontanus's picture
Re: For everyone who wants spaceship combat- Some numbers ...
So? Capital spacecraft are absurdly energetic objects. When you calculate their engine output you realize that they are essentially riding particle beams - and yes, their engine exhaust is able to slice habitats into two. See my unfinished analysis at http://www.aleph.se/EclipsePhase/EP%20naval%20strategy.pdf for more details about why space combat is a bad place to be.
Extropian
Cyber-Dave Cyber-Dave's picture
Re: For everyone who wants spaceship combat- Some numbers ...
I don't know if you mention this in your analysis, but it should probably be noted that explosions/nuclear explosions are a lot less effective in space.
Arenamontanus Arenamontanus's picture
Re: For everyone who wants spaceship combat- Some numbers ...
Cyber-Dave wrote:
I don't know if you mention this in your analysis, but it should probably be noted that explosions/nuclear explosions are a lot less effective in space.
Yes, I deal with it. Without a medium they are pretty tame (still, when they are close enough your spaceship is the medium). The real issue is how well you can dodge missiles, lasers and railgun projectiles - at typical space velocities even a simple chunk of matter is highly explosive.
Extropian
NewAgeOfPower NewAgeOfPower's picture
Re: For everyone who wants spaceship combat- Some numbers ...
Arenamontanus wrote:
Yes, I deal with it. Without a medium they are pretty tame (still, when they are close enough your spaceship is the medium). The real issue is how well you can dodge missiles, lasers and railgun projectiles - at typical space velocities even a simple chunk of matter is highly explosive.
Yep. Even with meters of Neo-diamond/fullerene armor + Magnetohydrodynamic shielding, a chunk of metal flying around Mach 30-Mach 100 is pretty damn lethal... A storm of them...
As mind to body, so soul to spirit. As death to the mortal man, so failure to the immortal. Such is the price of all ambition.
Cyber-Dave Cyber-Dave's picture
Re: For everyone who wants spaceship combat- Some numbers ...
Yea, I just wonder how accurate the idea of a "storm" of metal flying at an enemy spaceship really is. 1) I imagine that ships start shooting each other from very far away. 2) I imagine that ships deploy a large number of fighter crafts, and have a large number of automated tracking guns, all of which work to shoot down incoming missiles long before they come close to capital vessels. Sure, vessels will go down if they are hit by one or two nukes. But I imagine that a) they have some pretty impressive armor and b) they usually fire from far enough away that it is easy enough to avoid incoming rail projectiles. Not always, of course. Eventually a ship will die eventually. I just don't imagine that ships would go down as fast as people are suggesting. Fast? Yes. But in 30 seconds? Only if you imagine that everything will hit, and I don't. I imagine most things shot at an enemy vessel will miss due to the ranges at which ships would likely stay from each other. I imagine that capital ship to ship combat would look much like it does in something like Battlestar Gallactica. Swarms of fighters, and capital ships taking largely useless pot shots at each other until their defense systems are finally breached (after which one or two shots end up destroying your opponent). But what do I know...
Arenamontanus Arenamontanus's picture
Re: For everyone who wants spaceship combat- Some numbers ...
Cyber-Dave wrote:
Yea, I just wonder how accurate the idea of a "storm" of metal flying at an enemy spaceship really is. 1) I imagine that ships start shooting each other from very far away. 2) I imagine that ships deploy a large number of fighter crafts, and have a large number of automated tracking guns, all of which work to shoot down incoming missiles long before they come close to capital vessels. Sure, vessels will go down if they are hit by one or two nukes. But I imagine that a) they have some pretty impressive armor and b) they usually fire from far enough away that it is easy enough to avoid incoming rail projectiles.
Armor counts for surprisingly little, and it is not always easy to avoid projectiles. The impact of a projectile of mass m and velocity v releases its kinetic energy, which is 0.5 m v^2. When v is above 3 km/s this is already more energy than would be released if it had been made of TNT. Typical spacecraft speeds are ten times this and up, making the energies hundreds or thousands of times larger. At these energies the projectile and whatever it hits turn to plasma, and the plasma continues to move until it has bumped into enough material to reduce its momentum to zero. It doesn't matter how hard the armor is, just its mass. Suppose I fire a speed v projectile at you, at a distance of d. You immediately start to accelerate in some direction to get out of the way, and in the time d/v it takes for the projectile to get to you you will move a distance smaller than 0.5*a*(d/v)^2, where a is your max acceleration. From my perspective this is a circle in the sky where you might be [*]; it has area pi a^2 d^4/4v^4. If your spacecraft has cross section area A my chance of hitting you by aiming somewhere in this target is roughly 4 v^4 A/ pi a^2 d^4 - as long as I am closer than d = sqrt(v/a) (4 A/pi)^0.25 I can be confident to hit you, but beyond that the chance goes down fast. I need a lot more projectiles to cover the region where you can be. What all this boils down to is that hits can be quite nasty, yet hitting can be very complex. I need to send out a lot of sensors and weapons, hoping to get them close enough to you to get a good shot, while you will be stealthing and evading like crazy - when things start shooting the bangs will tend to blind sensors. I have some analysis of this kind of cloud combat in my paper above. It is interesting, but not ideal for gaming. [*] Circles in the sky: In reality space is 3D, and you will be moving within a sphere of this radius. But the projectile will just cut a cord straight through it hitting everything along it, so what matters is the projection onto my sky.
Quote:
Fast? Yes. But in 30 seconds?
My calculations suggest that for cloud combat in empty space the battle will last for a few minutes as the clouds of weapons, sensors and ships pass through each other. However, planning might have started days before. In orbit, surprise attacks are much more possible and nastier. But there is also plenty to hide around.
Extropian
Cyber-Dave Cyber-Dave's picture
Re: For everyone who wants spaceship combat- Some numbers ...
Ok, that sounds very much like how I imagined space combat (though, I don't usually imagine ships flying at maximum speed during combat). Based on that description I will give your paper a read. Though, I must admit, I don't know why you feel that such situations don't sound conducive to good gaming. It sounds like quite an interesting scenario to roleplay and game to me! Some sort of sensor checks used instead of fray checks. The sensor vs. fray checks are handled like melee checks at X (farther distance), but regular ranged combat checks at Y (closer) distance. Nukes are one hit kill weapons (for the most part), but screens of fighters / anti-missile turret systems grant a high chance of destroying the nuke before it hits. Prior planning and prepping of a battlefield grant significant equipment bonuses. Sounds fun to me! Though, while the skill system would be the same, to keep things simple I would probably create a separate ship HP and weapon damage system. I sort of figure ships can just be assumed to be immune to regular person vs. person based weapons, and ship based weapons should probably be handled as a plot device when used against people/for planetary bombardment.
nezumi.hebereke nezumi.hebereke's picture
Re: For everyone who wants spaceship combat- Some numbers ...
The math needs to be stripped down for quick gameplay. I was working on something which would work closer to a card and counter game, but it got pushed back in priority.
Prior Prior's picture
Re: For everyone who wants spaceship combat- Some numbers ...
Space combat needs to be kept simple. We have to remember this is a game and therefore the rules need to be quick, memorable, fluid and above all, fun. I have used the Full Thrust rules, with some minor adaption, and they worked quite well.
"I do seem to remember a process where you people ask me questions and I give you answers, and then I ask you questions and you give me answers, and that's the way we find out things. I think I read that in a manual somewhere."
DeusX DeusX's picture
Re: For everyone who wants spaceship combat- Some numbers ...
I'm planning to use the Jovian Chronicles fleet rules for space battles - their Lightning Strike books suggest space combat is very brief as high speed ships fly past each other. The ship designs are nice too, I just leave out the Mecha. DX
The Doctor The Doctor's picture
Re: For everyone who wants spaceship combat- Some numbers ...
Thinking about it a little, [url=http://rpg.drivethrustuff.com/product_info.php?products_id=100018&src=su... ebook[/url] might contain some useful information that is pertinent to the discussion thread. I have not yet purchased it, but the table of contents (reprinted in the description) hints at the book's usefulness.
Dethsor Dethsor's picture
Re: For everyone who wants spaceship combat- Some numbers ...

The values for the energy equvalence for the the different weapons are fairly interesting. I remember doing something similar at uni, but we had to calculate the energy released if the strong nuclear force was negated in 1g of matter. It was something along the lhes of 100,000,000,000,000 Mtons of TNT (I chose to use tungsten).I'm not sure, but isthere any type of tedhnology in EP that could try and do this ? I was going to try and make it a bomb that was being developed that the operatives have to stop being made (liquidate the team).

If anyone is interested I can try and drag out the calculations (or redo them).

A.

Arenamontanus Arenamontanus's picture
Re: For everyone who wants spaceship combat- Some numbers ...
A strong force negator would release awesome energy. It is not quite up to the energy levels of matter-antimatter annihilation (it would only release the nuclear binding energy), but that is still plenty. But I can see a problem: the range of the force is very short, so the negator has to be close to the stuff it negates. That is, it is going to be single use when things go boom... An even more fun device would be something that strengthened the strong force, making matter implode into nuclear density globs... which would then explode as soon as the device failed to hold them together. Let's see, 12 grams of carbon has 6e23 atoms with 12 nucleons each. If it instantly fused into iron it would release about 1 MeV per nucleon - about 1.15 TJ. About 1/60 Hiroshima-bomb.
Extropian
Dethsor Dethsor's picture
Re: For everyone who wants spaceship combat- Some numbers ...
Hi, The main part of the energy released is the energy required to hold back the Coulomb force. A.
Xagroth Xagroth's picture
Re: For everyone who wants spaceship combat- Some numbers ...
I'll give the paper a reading, however, these are my thoughs on EP's spacce combat (considering Panopticon and The Stars our Destination is the latest I've seen of EP): First, there is this old, old Asimov's robot saga about an Earth's detective going to a colony called Solaria to solve a murder. One of his conclusions points to a robot ship with a single consciousness. In that regard, I believe it is best (considering EP's technology) to craft space ships as a synthmorph of variable size. More than likely, this synthmorph would follow the rules of habitat control (several egos working together). Second, nothing prevents you to field kamikaze ego forks or LAIs inside explosive and agile "morphs", thus turning the ships into carriers. Of course, the ships themselves will have anti-"fighter" defenses, and nanotech defenses. Remember, the smaller the ship, the more nimble... but it will have less fuel (thus requiring the carriers). Third, given the numbers I've read on the OP, I'd say that either the AM container is the prize target of any space combat, or (more likely) the AM containers are detacheable and left behind of the battle zone. Four, while the Jovian Republic won't have this kind of stuff (they will use regular spaceships with organic crewmembers, but I believe they will use robotic or remote-controlled fighters), but they have one definite advantage, one definite strategy, and one big disadvantage they more than likely have turned into an advantage. Elaborating: Their strategy is of autharchy and isloation. As such, they have the big advantage of being limited in the space they will cover, but they turn it into an advantage thanks to the definite advantage that Jupiter is. In essence, this puzzle of words is that they play close to one of the biggest magnetic fields of the Solar System, meaning that instead of loading AM in their ships they can load some arcanotech that allows them to "ride" the magnetic waves on Jupiter (giving them more agility than the other, transhuman, ships, which they need since the Jovian ships will be bigger). As a conclussion, if you want to play a space battle involving the PC's, unless they are with the Jovian Republic it can be as simple as fielding them as the control egos of one ship treated as an habitat and consider the following points: - Cover is (usually) nonexistant, relying instead on stealth and distance for protection - Electronic Warfare (and Electronic Counter Warfare, or EW and ECW) are what defines your defense against attacks, inertia makes your travelling something easy to predict. - While there are no cover in space, some phenomenons canbe used to improve one's defense (like flying "with the sun at your six", or hiding in an asteroid field, etc...). - Hacking is possible, unless it is a single ship against many. - The Jovians rely on outdated concepts that gives them some degrees of protection against other dangers transhuman ships have to face, like hacking. I'd say both factions are balanced, as long as the Jovians "play at home" (inside Jupiter's magentic field). - Rules can be recycled: see the ships as Morphs, and the "fighters" as nanoswarms, consider only distance, stealtth and perception really matters, and you can make approximations to space battles that players might enjoy wihtout breaking anything. Personally, I see the space naval efforts as window-dressing from almost all sides (the Jovians might believe a space war with transhumanity might come, but I'm not sure of that), with the only practical side being against an alien invasion. Everything else would be solved by infantry battles, since orbital support can consists mostly on orbital bombardements... and if we read some BattleTech (for example) we can see that the best "bunker" against an orbital bomardement involves placing your troops INSIDE the facility the enemy wants to conquer.
Prophet710 Prophet710's picture
Re: For everyone who wants spaceship combat- Some numbers ...
Space combat is going to be about posturing and deterrence anyways at that stage in the game, especially concerning anti-matter weapons. Unless you have something akin to the Geneva conventions with weapons charters banning outright use of weaponize nanotech, anti-matter WMDs and other bizarre/not really understood/absolutely insane technology. Most space combat is still going to be ground troops, aka the Marine, with a flurry of hacking/technology, and memetic/propaganda thrown in to spice it up. Keep in mind that just regarding numbers alone, a conventional tactical nuclear weapon of today can fission out an entire city, whereas an anti-matter warhead of relative capability will annihilate a small nation or larger.
"And yet, across the gulf of space, minds immeasurably superior to ours regarded this Earth with envious eyes. And slowly, and surely, they drew their plans against us."
Xagroth Xagroth's picture
Re: For everyone who wants spaceship combat- Some numbers ...
I had a look at the .pdf mentioned earlier... my god, a lot of number-crunching XD. I believe it is too technical for the standard role-player (it was too technical for me, too XD), but the conclussions seem solid, and I'd try to explain the different steps taken to reach the conclussions in each chapter, and expand upon the final one.
Arenamontanus Arenamontanus's picture
Re: For everyone who wants spaceship combat- Some numbers ...
Yeah, it is overdone to the N-th degree :-) I promise to try to finish it and make it slightly more legible, at least. But the main conclusion is that a big space battle will involve things blowing up at a very fast and intense rate, leaving most transhuman minds utterly confused and fairly useless. "Did we survive?" "Let me check... no, we will get hit by an impactor in 4 seconds. Nothing I can do. Sorry." "The last half hour was not worth remembering anyw..."
Extropian
Xagroth Xagroth's picture
Re: For everyone who wants spaceship combat- Some numbers ...
Well, it is nice to have all the data, but you usually place it where people can find it if they want (not where people need to desperately dodge physics and maths and... XD). Anyway, I was thinking where did I saw the closest space combat to this document, and maybe it was "The Forever War" (http://www.amazon.com/Forever-War-Joe-Haldeman/dp/0312536631), which was quite appropiate: people is just the starters and infantrymen, while the ships fight on automatic (while the meatbags remain in special chambers that will allow them to survive the impressive amount of gravities required to high-speed space combat). That would imply that space combat would be 100% narrative.
Prophet710 Prophet710's picture
Re: For everyone who wants spaceship combat- Some numbers ...
There isn't much in the novel about ship design though. I've read this book about 6 times and I can't get enough of it. It tells a great story not just about Vietnam but about the human in and of itself.
"And yet, across the gulf of space, minds immeasurably superior to ours regarded this Earth with envious eyes. And slowly, and surely, they drew their plans against us."