Enoki
SOC-14 1K
How accurate would you say this is?
http://forums.spacebattles.com/threads/essay-on-realistic-space-combat-i-wrote.131056/
http://forums.spacebattles.com/threads/essay-on-realistic-space-combat-i-wrote.131056/
Pretty good, really.
A few minor quibbles -
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- You can't pursue if the pirate/privateer strongpoint is politically off-limits. Historical pirate havens were seldom unknown - they were just jurisdictionally untouchable.
Yes, very interesting.
Though I don't "buy" the concept of space battles being fought at tremendous closing velocities and resembling drive-by shootings.
Battles will be fought only in those locations where ships on either side are likely to have low relative velocities - hence in the vicinity of planets or space stations where they tend to slow down and stop. And (subject to the question of whether or not every missile hit is likely to be a kill) the idea of lines-of-battle forming, facing off and slugging it out does not seem unreasonable to me. Although, of course, in 3 dimensions and zero G one should really try to think in terms of planes of battle, rather than lines ...
Yes, very interesting.
Though I don't "buy" the concept of space battles being fought at tremendous closing velocities and resembling drive-by shootings.
Battles will be fought only in those locations where ships on either side are likely to have low relative velocities - hence in the vicinity of planets or space stations where they tend to slow down and stop. And (subject to the question of whether or not every missile hit is likely to be a kill) the idea of lines-of-battle forming, facing off and slugging it out does not seem unreasonable to me. Although, of course, in 3 dimensions and zero G one should really try to think in terms of planes of battle, rather than lines ...
I disagree with you, as I already posted somewhere I think battles would be exactly so.
If your fleet jumps at a GG to refuel and then proceeds to the main world in the system, accelerating to there, while the defender fleet accelerates to meet yours to avoid damage to the planet, at wich relative speed will you meet?
Even if the defender fleet wants to engage you at relative small speed, it has to acclerate to you, decelerate until they will met you moving to the planet to defend (and being catched, and quickly overpassed, by your superior speed fleet).
Yes, I envision engagements looking as medieval jousts, just making one or two attacks before overpassing the enemy fleet, only that, if one side tries to reach a planet and the other one trying to avoid that, one of them will not turn around to keep fighting, and the other will do it in so much time as te battle to be over until they meet again (probably at slow speeds then) near the planet to be attacked/defended.
Why jump in at the gas giant to refuel. Either you are going to win the battle or get your fleet destroyed. Far better to drop at the 100 diameter point on the main world (or your objective).
If you drop on the gas giant you are looking at about a day or two just refueling before you can start to close on the enemy fleet. At that point they will already know plenty about you and may even get the drop on you while you refuel.
Moving several orbits in or out to the objective will take more days to accomplish giving even more time. The worst possible scenario is that you are pushing a week and the enemy in system reinforces from other nearby systems.
Better a short sharp and surprised battle. If you win you have all the time you need to refuel. If you lose it won't matter anyway.
I disagree with you, as I already posted somewhere I think battles would be exactly so.
If your fleet jumps at a GG to refuel and then proceeds to the main world in the system, accelerating to there, while the defender fleet accelerates to meet yours to avoid damage to the planet, at wich relative speed will you meet?
Even if the defender fleet wants to engage you at relative small speed, it has to acclerate to you, decelerate until they will met you moving to the planet to defend (and being catched, and quickly overpassed, by your superior speed fleet).
Yes, I envision engagements looking as medieval jousts, just making one or two attacks before overpassing the enemy fleet, only that, if one side tries to reach a planet and the other one trying to avoid that, one of them will not turn around to keep fighting, and the other will do it in so much time as te battle to be over until they meet again (probably at slow speeds then) near the planet to be attacked/defended.
Interesting theory, but I don't buy it.
If you have an incoming enemy, and you want to eliminate or at least minimise his ability to damage your world, then a single shot or two in a high-speed drive-by as you head away from the world and he heads towards it is not your optimal strategy.
Assuming that he is aiming to slow down and stop in orbit, where he can get multiple shots at your world (rather than a single or two drive-by shots), or is intending to put ground forces dirtside, your optimum defensive strategy is to accelerate out on your enemy's bearing to part way and then decelerate to a stand; then to accelerate back towards your world on the same incoming bearing as your enemy, at a rate calculated such that your velocity matches his at the point of interception.
You then decelerate to match his deceleration on the world-approaching vector and slug it out with him all the way in, hoping that by the time you reach orbital distances you will have taken out enough of his offensive capability to prevent him doing too much (or preferably any) damage to your world.
Of course, if he is genuinely going for a drive-by on the world, then your computed intercept will not work. But at least he only gets a shot or two at your world in passing rather than a steady barrage.
So lines of battle are indeed where it's at ...
Interesting theory, but I don't buy it.
If you have an incoming enemy, and you want to eliminate or at least minimise his ability to damage your world, then a single shot or two in a high-speed drive-by as you head away from the world and he heads towards it is not your optimal strategy.
Assuming that he is aiming to slow down and stop in orbit, where he can get multiple shots at your world (rather than a single or two drive-by shots), or is intending to put ground forces dirtside, your optimum defensive strategy is to accelerate out on your enemy's bearing to part way and then decelerate to a stand; then to accelerate back towards your world on the same incoming bearing as your enemy, at a rate calculated such that your velocity matches his at the point of interception.
You then decelerate to match his deceleration on the world-approaching vector and slug it out with him all the way in, hoping that by the time you reach orbital distances you will have taken out enough of his offensive capability to prevent him doing too much (or preferably any) damage to your world.
Of course, if he is genuinely going for a drive-by on the world, then your computed intercept will not work. But at least he only gets a shot or two at your world in passing rather than a steady barrage.
So lines of battle are indeed where it's at ...
How accurate would you say this is?
http://forums.spacebattles.com/threads/essay-on-realistic-space-combat-i-wrote.131056/