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   rec.arts.sf.science      Real and speculative aspects of SF scien      45,986 messages   

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   Message 44,888 of 45,986   
   MrAnderson to All   
   Re: Coilgun projectile velocities in spa   
   16 Mar 17 17:08:08   
   
   From: adam.w.krajewski@gmail.com   
      
   I don't know yet how heavy the enemy's armor be, I need to think about it, but   
   only resupply that ship can get is on the tugship, and in case of long,   
   planned operation, there will come new tugs with supplies. So, the tug is   
   orbiting the star at safe    
   distance, while ship fights other ships near the habitable planets, and can   
   perform bombings on them. Hm, how long and how much fight will be on missions   
   is hard to think about now for me, maybe it's better to wait with that to   
   moment when the design is    
   more complete, or make ammo bays and other equipment, propellant tanks   
   interchangeable and modular?    
   Having a lot of shrapnel and few slugs seems like a good idea, and can also   
   lead to some interesting plots I think, like the ship running out of   
   penetrators and having a problem dealing serious damage to internal parts of   
   ships.    
   The crew is in suits, but a round hitting their storm cellars and changing   
   into plasma and fragments would probably kill them, although there can be so   
   many of these cellars, or even none, that it becomes hard to do anything to   
   them. Hm, I see your point    
   now.    
   The idea for kinetic missiles came to me from real life hypervelocity anti   
   tank missiles, but seems I have to rethink it, I am not sure if it could work   
   in my original version, with oversized fusion rocket and high acceleration.   
   With the nukes comes the    
   problem of guidance, if the ship can be hit with nuke, that won't do super-big   
   damage, it can be hit by kinetic missile. The Casaba Howitzers are other thing   
   though.   
   The EMP seems good, but same thing can be done by PBW, right? I am not sure if   
   that would work only for charged beams or not, in the former the range would   
   be limited. How fast do charged beams dissiapate in vacuum?   
   If the artificial gravity is limited in use because of "something", I don't   
   think it would change everything. Your idea for limiting it sound good, lets   
   call the material gravianium :p It can be a next McGufinnite in the setting.   
   Found only on a few    
   worlds, hard to master, only for rich.    
   The fixed positions would also mean engaging multiple targets would be   
   hardcore and cause the crew vomit, and also destroying manevuering thruster   
   would render coilguns unusable. Maybe it's better to go with smaller   
   projectiles, more hits needed to kill,    
   but you can compensate it by targeting a few turrets on one target. Or, have   
   one fixed, forward facing big coilgun, and the rest in turrets.    
   Gonna calculate the recoil strenght.   
   Ship is expected to hold 2 gees for a few week to 2 months or so, something   
   that could give it small percentage of c, like 0.05 or something.    
   So, instead of bad looking radiators, a nice system that makes a hisss sound   
   when used? I am buying that!    
   But still I will include some radiators, I need to dig through Atomic Rockets   
   and find one suitable for warship.    
   Ardans are not merciful folks, they will punch you with nukes as long as it   
   takes for you to understand who is a ruler B)   
   So, gotta do the ship math. Arrhh, estimating the structural mass and trying   
   to put propellant so that it doesn't make ship look bulky and not fun...   
   This gives me thought, why not use carbon or xenon or anything heavier for   
   propellant? What are the pros and cons of such way?   
      
   --- SoupGate-Win32 v1.05   
    * Origin: you cannot sedate... all the things you hate (1:229/2)   

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