Galactic Sapper wrote:I'm basing this assumption on the fact that RFC said they were useful energy weapons at close enough range. I'm assuming he meant approximately the useful range of shipboard lasers and grasers against sidewalls, not grav lance range or less. Even energy torpedoes have a useful range out about that far, and even point defense lasers have a useful range well beyond 300 km (assuming a bare hull).
The text says "sufficiently short range" and the key word in the phrasing here is "sufficiently". The presence of that extra qualifier tells me that it's shorter range than short-range weapons.
You're correct here. I managed to locate the text description of the spider drive in MoH and the drives are described as "literally dozens" of nodes acting in "micro-spaced bursts". So at a guess this cuts the number of emitters to 50-100ish, with the timing I assumed to be approximately correct. Sort of. That cuts the high end of missile defense down to 3000 or fewer shots per ship - still a massively useful addition to conventional missile defenses but not the salvo-shredding defensive wall I'd imagined.
I'd be surprised if it can get that many. On the other hand, it may not need shots, but may be able to make a long, continuous sweep.
I am actually assuming tractor emitters are constructed similar to a solid-state phased array emitter we have today for some radars. Switching between targets wouldn't necessarily require physically steering the emitter at all.
I was thinking of solid-state too. Makes sense because a spider-driven ship is probably suffering from around an apparent 5 gravities. Moving parts may be brittle. But even without moving parts, changing the focusing angle of a power component takes time. The text does say it brought up the power output to previously-ridiculous levels and you can't change power components on a whim. The energies involved will resist the change all by themselves.
An example of such current limitation is a power thyristor: a thyristor is a solid-state device based on the same principles as a transistor, but with four layers instead of three. Transistors are used today with billions of changes per second, but power thyristors get nowhere near that. This is a difference of purpose: one is designed for fast switching, the other for massive power loads. I'd assume the same principle applies: the components for the drives are designed for driving the ship and wouldn't easily apply for defence.
I AM assuming this to a degree. First, a missile wedge is far weaker than even a small ship's wedge, so what damage even these tractor emitters might do to a missile would probably not translate to a ship-sized wedge. Second, the effect does not have to cato-kill the missile or its wedge, just induce enough instability/wedge torque/etc. that the warhead cannot compensate in the few milliseconds it has left to successfully aim its rods and detonate. A warhead forced to miss is as good as a kill.
Interesting. I don't think you're right about interfering with the wedge sufficiently to destroy the ring: the only thing we know to cause a wedge to fail is a stronger wedge. But the effect of distorting space-time such that the wedge or the missile itself is off-aim.
Having found the text I did earlier, I'm assuming a combination of the two. Massed point defense batteries along with defensive use of the spider, although now I'm thinking one keel aimed directly at the threat with one broadside full of PD "above" that keel and one "below", getting a full two broadsides worth of point defense into the fight (and all three could be launching CMs, assuming they've developed or stole that sort of off-bore targeting).
I'd do the opposite and point one edge, not one face, towards the incoming missiles. That way, you have two keels' worth of point defence towards the missiles, not just one. All you need is that the laser clusters can target 60° from straight "up". You want to pick as many missiles as early as possible.
The problem with turning broadside towards the incoming missiles is that the missiles now have a larger cross-section to target. A missile that will pass 0.5 light-second away at the closest approach enters the 1-light-second short range distance 0.5 light-second off and 0.866 (√3/2) light-second away and sees the ship at a 30° angle from the line of travel. A 2 km long face at that distance represents a mere 0.69 arc-second target. If that face is turned towards you, the target is instead 1.21 arc-seconds. That's a 75.8% bigger target, though whether it matters or not is unknown. Probably doesn't, since missiles are designed not only to fire onto a target this small, but within the wedge and only after the pen-aids have brought the sidewall down.
But it could mean the range at which the missile is effective is longer. The range is limited by the decoherence of the beam, but also the ability for the target to move away from the beam was aimed. With a bigger target and with a slower drive, the missiles may very well be effective from further: an LD performing evasive manoeuvres at 100 gravities requires √5 times (2.236x) more time to move the same distance as an SD evading at 500 gravities.