| -)+====+ -)==== ,' ,' . `. `.,;___,' `,_/ ___:_\ * + (_)_____<< . ' \____:_/ , ,' ,'. `. -)==== `. `. . * -)+====+ ASCII Starfury by Jack |
Space Combat by Trevor Calder23 September 1996Having seen a couple of articles touching on space combat (specifically ship to ship) I thought it might be time for me to put my $0.02:-) First, it's important to understand what it isn't. It isn't air to air combat, or even submarine combat. It has elements of both, but is so different that knowing about either of those two won't help much. Both air to air and underwater combat have an element of height (or depth) in them, but planes and submarines have limits which they can't exceed. So it isn't true 3D, but 2D+. Combat, anywhere, boils down to 2 things - staying alive, and stopping the enemy doing what you don't want them to. For the first you need 2 things. A way of stopping the enemy finding you, and a way of stopping them hurting you. In space, not being found means not being found electronically. At the distances combat would occur, the Mk 1 eyeball isn't very useful. So ignore any scene in any show where ships are within sight of each other. So how do you do it? Anti-radar technology, with radar absorbent materials, angular surfaces (to reflect radar away from the sender). And also the more esoteric stuff like thermal masking (to fool infra-red), or even anti-laser tech. Lasers wouldn't be very useful weapons but may well find a role as detection devices (Hmmm....I'm getting some of my own laser light reflected back at me. Must be something there...) Of course, if the enemy do find you, you will need ECM to jam their detection systems temporarily. Temporarily? Sure. If they can lock on for an instant, you'll be dead. But, since locking onto you will also give away their position, they'll be dead too.A good way to see in the dark is with a flashlight. But this also means everyone else can see you. It's the same principle with radar, or other detection systems. So, despite your best efforts, the enemy knows where you are, and fires the only effective space weapon I can conceive of. It's on its way, you can't hide, run away, or dodge. A modern air to air missile travels about 10 miles in 15 seconds. I wouldn't expect space missiles to be slower. You sit and hope (trying to run or dodge maybe) that the EMP shielding will work. Because when that nuke blows, you'll need every piece of it. Weapons will be nuclear projectiles - fired at targets up to about 50 miles away. Not with the object of atomising the enemy ship, but of crippling the control mechanisms via the EMP produced. (For those that don't know, EMP = electromagnetic pulse. It fries electronic systems.) Which also means the weapons will be high yield - 50 Mtons or more. Not designed to explode on impact, or via proximity fuse, but at a specific point as close as possible to where your target is, was, or might be. You don't know where the enemy is, but where they were. You could allow for possible course changes etc. but it comes down to a guess. So you need as big an EMP as possible, in case they're not where you guessed, but a few miles away. So you're out there, you've found the enemy (via a remote sensor system, maybe), and lobbed a nuke tipped rock at them. It goes BOOM nicely, and you've scored a kill. Cost to your side - one expensive nuke. Cost to their side - one cheap ship, or maybe one expensive ship, or (more likely) one very cheap decoy. So how do you win? By sending lots and lots of decoys, lots of cheap computer controlled ships, numbers of cheap manned (personned, or whatever the PC term is) ships, and a very, very few large expensive ships with big crews and huge numbers of nukes to bomb planetary targets. How do you stop the enemy winning? By searching out the decoys, computer controlled ships and the small manned ships, and then blowing the crap out of the big, expensive ships. Not that you can ignore the others - after all, even a decoy ship can hold a nuke. For those that don't know, you can fit a nuclear weapon into a briefcase. A really big one (one of 50Mton yield) would need a freezer sized box. So you'll need a huge number of small 'fighters' to take care of the other side's small 'fighters'. And a few large, well armed, well defended ships to take out the enemy 'capital' ships. And so, finally, the B5 tie-in. Where there are battles with lots of small fighters, and a few big battleships. Except they don't use nukes, but very inefficient beam weapons. But, in the interests of looking better on TV, I forgive them:-) |
Space Combat by Thorfinn29 September 1996Space combat is 3 dimensional in fundamentally different ways to either aerial combat or submarine warfare. Aerial combat is 3 dimensional, but is *extremely* concerned with aerobatics and gravity related effects. Submarine warfare is *generally* anti-surface ship warfare, which is nothing like space combat at all. In both cases, you have both an operational ceiling and an operational floor. In space warfare, you're much more concerned with relative velocities, and the *changing* of your relative velocity with relation to your enemy. You can happily turn off your main engines, rotate your ship, then fire up the main engines again in the direction you wanted to go. It seems to me that tactical operations for space battles (Note: tactics = how you use what units you've got in battle, strategy = decisions involving what sort of things to put into what battle, how to get them there, what that does to your various battlefronts, etc) are rather similar to standard 2 dimensional tactical warfare, but translated into 3 dimensions. This gives the following incomplete table, for examples. --------------------------------- phalanx square cube tortoise circle sphere wedge triangle cone line line sheet --------------------------------- In B5, there appears to be directly canonical evidence for a few points. No 'shield' technology. This means advanced materials technology is used to protect ships of all kinds. Lasers do not appear to be used, presumably because of power generation problems. Plasma weapons appear to dissipate with range, hence are close range fire weapons. Anti missile systems appear to be highly effective. Jump points take energy to generate, and appear to be easily detectable at range *prior* to formation. Jump point generators take time to re-generate. Also postulated, is that there is some sort FTL-technology based detection system, that is better than radar type systems at detecting the location of masses in the area (whether they're enemy or friendly or whatever). Given all of this, it seems that a few battle tactical and strategic points become logically clear: There are two basic types of fighter (really small) craft. Anti-large craft fighters (call them Type A - equivalent to WWII torpedo/dive bombers), and anti-small craft fighters (call them Type B - equivalent to WWII fighter craft). Type A fighters are 'necessary', because torpedoes (missiles) launched at a distance will likely be destroyed by anti-missile systems. Hence, one needs to get reasonably close before firing a missile that'll be effective. Type B fighters are necessary for two reasons, one being that you have to shoot down any Type A fighters in the vicinity, and fighters are probably better at shooting them down than the defence grid is, and the other being that you want to shoot down as many Type B fighters around as you can, 'cos they're bad for your Type A fighters. :) A bunch of properly escorted (by Type B) Type A fighters should be able to happily take out most other shiptypes at a materials/resource (pilot cost included) cost of much less than the losses involved. Hence, you don't want to bother building light and medium sized craft (no cruisers, destroyers etc), because they are too small to provide effective support. However, you *do* want to build *large* ships, capable of carrying a few hundred fighters, that are jump-point generation capable, and that carry some pretty heavy weapons. Space battles then would consist of firing up those jump-point generators, jumping into the target enemy system at a reasonably high relative velocity, then launching all your fighters and starting to fire your weapons as soon as you turn up in system. You want to spread your forces out, *probably* into a 'cone' of ships, which you then use to happily charge through the enemy, firing all weapons as you go through. :) |
Energies, Speeds and Detection of Weapons and Crafts
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Beam Weapons by Jeremy Lee7 October 1996On beam Weapons - My SF imagination comes up with a few different types, listed below. Your choice as to what the various races are using. I personally think the line-up goes: Earth: Laser/Ion
Lasers
Ion particle beams
Neutron beam
Antiparticle beam
All of the above are thoroughly understood, and we could build them today with enough funding. The next one is a weapon type that is possible, from what we understand of physics, but is a thousand years away in technical ability. 'Interaction' beams
The next set are pure imagination, and are impossible from what _we_ know of physics. Free Quark beam
Graviton Beams
Tachyon beam
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Focusing of Beam Weapons8 October 1996Ed Santos wrote:What about beams that overshoot? Beams wouldn't dissipate much energy as it goes further away, you may have beams that travel through space for years. Imagine getting struck by stray fire years after a battle. Russell Coker wrote:
NB When designing a laser weapon it might be desirable to control the focus, eg if you wanted to attack an enemy from both sides then you could setup the lasers so that they wouldn't be focussed enough to cause friendly-fire problems. Or have a focus control on the laser which would allow the beam to be focused on a point at the estimated distance of the enemy. That way if one of your guys flys in front of you or if the beam over-shoots the good guys won't sustain a lot of damage. |
Links to Deja NewsYou can see all the posts related to the above discussions by using the following links to the Deja News archives. The posts were made in four different threads:Beam Weapon Queries Space Combat (was: Re: "Beam" Weapon Queries) Space Combat Again Space Combat This link includes the posts from the previous two threads, as well as from the "Space Combat" thread itself. For some reason that I cannot fathom, it will also give you posts from rec.arts.sf.tv.babylon5.moderated and from some non-B5 newsgroups. <shrug, frown> It shouldn't, but that's computers for you. Yes, I am blaming the computer, not me. :-). BEWARE OF SPOILERS in the thread entitled "ATTN: JMS Space Combat". Tactics / Wars / Problems (ie, Focusing of Beam Weapons) |
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