namelessfly wrote:Do we have any text examples that state the initial velocity from broadside tubes.
Not that I can think of.
Short Victorious War probably had the best description in the infodump on the pods; but it didn't give any specifics.
Short Victorious War wrote:The old pods' launchers had lacked the powerful mass-drivers which gave warships' missiles their initial impetus. That, in turn, gave them a lower initial velocity, and since their missiles had exactly the same drives as any other missile, they couldn't make up the velocity differential unless the ship-launched birds were stepped down to less than optimal power settings. If you didn't step your shipboard missiles down, you lost much of the saturation effect because the velocity discrepancy effectively split your launch into two separate salvos. Yet if you did step them down, the slower speed of your entire launch not only gave the enemy more time to evade and adjust his ECM, but also gave his active defenses extra tracking and engagement time.
That gives the impression that the difference is significant, even in a missile that's capable of reaching around 76,000 KPS in 180 seconds. [I'm number crunching with OBS era single-drive missiles, 43,000g at their 50% power max-range settings]
Playing around with the numbers though, that seems improbable.
Even if you give the mass driver the seemingly
ludicrous ability to impart 1,000,000 m/s velocity; at 6.8 Mkm the ship launched missiles only get there about 2.35 seconds sooner. Alternatively you'd need to step down the ship-launched missiles by about 1,140 g (to 41,865g) to achieve time on target with pod launched missiles. Compared to what the shipboard missiles would do, with that high initial velocity and 50% power (43,000g), they'd now have 2.6% lower terminal velocity, the pod based missiles only 1.3% lower terminal velocity.
(That's giving the pod launched missiles no initial velocity and 50% power)Doesn't seem like a significant difference, from even a quite high initial velocity.