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The cruiser future in the RMN - another go

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Re: The cruiser future in the RMN - another go
Post by Bill Woods   » Fri Jun 26, 2015 7:25 pm

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Relax wrote:MDM MK-23 is 48,000g
DDM MK-16 is 46,000g

Probably the difference you were obtaining. If you use 46,000g you should obtain JohnS 810s. Assuming one uses 10m/s^2 for a g instead of 9.81 that is.

For doing the 150Mkm, requires using a quadratic so... bah humbug to that. EDIT: uh no it doesn't. Doh.

Well, at 48k gee, the Mk-23's powered range is 72.8 e9m, which it can reach in 10.1 min, with a terminal speed of 0.69c.
At 46k gee, the Mk-16 can reach that in 15.3 min, including a 9.0-min ballistic phase.

And to reach 150 e9m, the Mk-23 takes 18.5 min, with a 8.4-min ballistic phase.
----
Imagined conversation:
Admiral [noting yet another Manty tech surprise]:
XO, what's the budget for the ONI?
Vice Admiral: I don't recall exactly, sir. Several billion quatloos.
Admiral: ... What do you suppose they did with all that money?
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Re: The cruiser future in the RMN - another go
Post by thinkstoomuch   » Fri Jun 26, 2015 8:06 pm

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To pick another nit. The Mark 23 and the Mark 16 both have accel of 46,000g. Check out Chapter 45 of SftS and numerous places in AAC.

Oonly time MDM's had 48,000g was in AoV. Don't know when it got downgraded or why retcon or technical readon. Like the knee in tau calculations.

Or especially Solon when they were used in tandem when launched at Bogey One.

For ehat it is worth,
T2M

(Edit) My apologiex for not providing the relevant quotes but just too dang hard with the phone.
Bill Woods wrote:
Relax wrote:MDM MK-23 is 48,000g
DDM MK-16 is 46,000g

Probably the difference you were obtaining. If you use 46,000g you should obtain JohnS 810s. Assuming one uses 10m/s^2 for a g instead of 9.81 that is.

For doing the 150Mkm, requires using a quadratic so... bah humbug to that. EDIT: uh no it doesn't. Doh.

Well, at 48k gee, the Mk-23's powered range is 72.8 e9m, which it can reach in 10.1 min, with a terminal speed of 0.69c.
At 46k gee, the Mk-16 can reach that in 15.3 min, including a 9.0-min ballistic phase.

And to reach 150 e9m, the Mk-23 takes 18.5 min, with a 8.4-min ballistic phase.
-----------------------
Q: “How can something be worth more than it costs? Isn’t everything ‘worth’ what it costs?”
A: “No. That’s just the price. ...
Christopher Anvil from Top Line in "War Games"
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Re: The cruiser future in the RMN - another go
Post by Tenshinai   » Fri Jun 26, 2015 8:57 pm

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Kizarvexis wrote:I don't know how I can make it any clearer than I already have.

I think we can all agree that warships are expected to fight equivalent ship types, right? We can also agree that eventually your opponent will figure out some way to equalize an unequal combat balance as shown in the Manty/Havenite wars?


Now the latest gen light RMN ships can fight older ship types that are heavier in class. The RMN believes in both of the above statements, so they are expecting future light opponents to have similar capabilities, yes? So, wouldn't it be smart to upgrade your light units in light of these expected upgrades to your opponents?

I'm not saying these new light ships should fight outside their class against even old ships unless they have to for some compelling reason. They are definitely not expected to fight next gen new ships of a higher class. But you should design your ships to beat equivalent classes, before those classes are put into service and you have to play catch up.


Yes and no... You design ships to be able to perform their missions. That always has to be the first priority.

For wallers, that´s simple, because for them that basically means exactly what you say, being able to fight a near tonnage equal enemy and have a chance to win.

However, for smaller ships, that is no longer true by default. It is of course highly preferable if a lets say DD can expected to fight an enemy DD successfully.

But it is not vital, because the missions of a DD is almost never "fight an equal tech and skill DD", but rather some variation on scouting, patrolling, delivery, escorting etc.


Kizarvexis wrote:Specialist ships have been shot down many times as why build two ships that have to stay in complement or one ship big enough to do the jobs of both like, offense and defense.


That kind of thinking is actually a fallacy of serious proportions.
It´s exactly that kind of thinking that has made the F-35 come up as the biggest military design fiasco in a century.

That kind of thinking turned the Bradley IFV into a radically different vehicle than it was originally meant to be. And in the process made it drastically more expensive and heavier(severely limiting it for some of the missions it was originally designed for).

Everyone does this lately, and nearly all the time, it´s a mistake. Simply because the jack-of-all-trades approach ends up costing more, because it tends to become horribly expensive to make sure one vehicle can handle all the roles demanded from it.

While Honorverse ships have a slightly easier time at this, simply because there is less equipment that can differ, and the ability of the electronics to at worst work in a "swing-role" action, ie. as long as the crew is good enough, the electronics can often be made to do things that isn´t among it´s primary missions.
This does not however completely remove the issue.


All ships will need to have enough defenses(ie much more on average than previously), and they will need to have enough dual drive missile launch capability to be a threat to either something equalsized, or at least something not to much smaller.

Beyond that however, like how much recon drones, sensors and ECM beyond the baseline, marine contingent, extended cruise range, streakdrive ability, stealth...

If you try to fit all you WANT of that, well you´re going to have to use Nike´s for everything you don´t use a division or squadron of wallers for. And that pretty much sucks beyond belief.



Kizarvexis wrote:The idea of a next gen CL in the 500,000 ton range is to put in defenses to survive attacks from equivalent size ships.


As Bill Woods mentioned however, the BIG problem is that it may not be possible to get enough defense to survive attacks from an equivalent size ship.

Especially not for anything too small to carry defensive platforms of the kind wallers and Nike´s (will) do.

To be able to achieve that, you may actually have to use too much of that theoretical 500kt for there to be enough room left for offenses, to have the ability to kill a hostile of equal size.
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Re: The cruiser future in the RMN - another go
Post by Erls   » Fri Jun 26, 2015 9:21 pm

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Tenshinai wrote:
Kizarvexis wrote:The idea of a next gen CL in the 500,000 ton range is to put in defenses to survive attacks from equivalent size ships.


As Bill Woods mentioned however, the BIG problem is that it may not be possible to get enough defense to survive attacks from an equivalent size ship.

Especially not for anything too small to carry defensive platforms of the kind wallers and Nike´s (will) do.

To be able to achieve that, you may actually have to use too much of that theoretical 500kt for there to be enough room left for offenses, to have the ability to kill a hostile of equal size.


I mentioned something earlier and I think it just got lost in the clutter..

I see only potential path for the Cruiser (and frankly Destroyers as well) is to re-evaluate the roll of each type of ship and then completely re-think how you build a ship that goes about completing all of its mission parameters.

One example off the top of my head:

Destroyers lose some of their offensive armament and receive increased CM tubes and PD Clusters. Mission profile is that of a convoy escort, courier ship, scout, and missile-defense screen unit.

Light Cruisers go away completely, to be replaced with a CP (Cruiser - Pod). The mission profile of this ship is multiple: Commerce raiding, Convoy protection, Long Range power projection (ie, wormhole termini in the Verge or Shell), Deep Strikes, and mobile system defense in low-importance systems. Their chief responsibility in an all-up fleet battle would be to hang back behind the screening elements and use their missiles to target the enemies missile-defense screening units, allowing more of your own Waller's missiles to get home.

Heavy Cruisers go away completely as well, to be replaced by a CS (Cruiser - Standard) [or something of the sort]. Basically, your traditional Cruiser role as being an important screening element for your Wall but also capable of being the 'heavy' unit on Convoys, system defense, quick strikes, and unimportant system defense fleets. It would have slightly more CM tubes and PD clusters than normal at the expense of missile tubes.

In short, instead of trying to design multiple ships that can do everything why not design 2 or 3 smaller ships that are each outstanding at 1 or 2 things and very capable of performing numerous other roles (in both 'peace' and 'war'). When the strengths of all three units are combined, you would have a very balanced and substantial force of light units.
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Re: The cruiser future in the RMN - another go
Post by Kytheros   » Fri Jun 26, 2015 9:45 pm

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The design paradigm for hypercapable warships in the future, is, in my view, going to be streamlined.

Let's get away from using specific type names for a moment, and more towards roles/sizes.

I think there are functionally going to be three conventional hyper-capable warship types - "light", "medium", and "heavy", plus perhaps two or maybe three types of CLAC - "fleet", "assault", and "raider".

The "Heavy" combatants are what we call wallers - the Superdreadnoughts. It seems likely that these will have some internal tubes, along with heavy podlaying capacity. These are the SD(P)s of the future. It's unlikely that there will be non-pod heavy combatants in the future - at this size bracket, podlayers have too great an advantage over conventional broadside only tube launchers. These are designed for fleet versus fleet actions, heavy combat. They are almost never deployed alone - the smallest force of heavies deployed will be a division, but usually they'll be deployed in larger force, either because they're planning on shooting somebody, or demonstrating why somebody doesn't want to shoot at them.

The "Medium" combatants are, in essence, what we currently call battlecruisers. They're likely to be a development of the BC(L) and will probably have the full Keyhole-2/derivative package for pods. It's likely that the next-gen BCL/medium combatant is going to have much improved defensive capabilities, along with the capacity for more marines than the current Nikes, but may not always carry its full potential load of marines. These extra marines would likely have reduced ship-operation duties relative to typical RMN practice.
They would likely have some presence in fleet actions, but not a large presence. They will be the largest ship deployed on solo cruises.
Their armament will be straight broadsides, and likely remain DDMs, and use MDMs only with pods.


The "Light" combatants are trickier. They are an amalgamation of what we currently call destroyers, light cruisers, and heavy cruisers. They're probably going to be armed with DDM broadside tubes and Keyhole-1/light. This means they will likely be around the size of a late pre-war battlecruiser, or 750-800kt. Much of the increase relative to a Sag-C will be in their Keyholes and other defensive upgrades. They will likely retain most, if not all, the offensive capabilities of a Sag-C, and the primary alterations will be in defensive capabilities and marine/crew support capabilities, and enlarge the potential crew complement, or include provision to carry larger crews despite automation, allowing improved capabilities for carrying larger than-needed crews to provide S&R teams, boarding parties, and independent detachments (prize crews and the like), as with the future medium combatants, while there will be the quarters and other support spaces for the enlarged/extra crew capacity, they won't necessarily carry those extra crewmembers, depending on what kind of assignment they have been given. They may also use some of the increased space for increasing their endurance. Oh, and the streak hyperdrive, of course, will be standard for all warships.
They will be commonly given solo cruises. They will be common as escorts and scout forces. They will have negligible involvement in fleet vs fleet actions - their work will be done as scouts in advance of the engagement and as escorts for the detached fleet CLACs. They will avoid the wall, as their role as screening elements has been taken by LACs, and while their maneuver advantage over wallers remains, the enlarged combat envelope of MDMs and DDMs makes the endeavor of crossing the wall's T significantly more dangerous for significantly less benefit than in the pre/early war combat environment.
These will be the smallest hypercapable warships - the next step down will be LACs.


Fleet CLACs are the huge, max-capacity transports, drop their loads and pull back with their escorts to where they're functionally untouchable.

Assault CLACs are the notional CLAC's RFC's talked about where they go with, or slightly behind the wall, to rearm LACs during ongoing combat operations. These will probably be about the same size as a Fleet CLAC, but carry fewer LACs, and have defensive capabilities similar to that of a waller. They may well have Keyhole-2, or its successor, to fire and control pod-launched missiles. They may instead have what I'll call "Keyhole-3" - FTL fire control using a new class of LACs as the relay for controlling LAC-launched countermissiles.

"Raider" CLACs are probably not going to happen, but if they do, they're likely to be more like the early RMN CLACs, with some integral weapons capacity, and smaller than the Fleet CLACs, so they have acceleration closer to that of current Battlecruisers/future "medium" combatants, and would serve to provide LAC support to smaller detached squadrons. This type of CLAC may also include a larger than typical Marine support capacity, even if it isn't always used.


As for LACs, I expect to see a bit of variation here. While Warships tend to be more generalist in nature - other than CLACs, there's no real specialists, although I suppose the dedicated Marine support cruisers like the Broadsword[i] (I think) are somewhat specialized, they can still do everything else a ship of their class can do - LACs [i]will be specialized, out of necessity.
I expect that the Shrike/derivatives will be near entirely phased out, as the beam-LAC can't realistically be expected to get into energy range of anything except another LAC or a pirate. They will likely linger on as system defense forces against pirates, and perhaps be employed in a commerce protection/commerce raiding role.
I expect that the two main LACs will be an anti-LAC design, probably a Katana or Ferret derivative, and a missile screen LAC.
The Katana/Ferret derivative is likely to be fairly similar to current designs, allowing for advances in technology. They'll mostly be to stop other LACs from messing with your LACs or to disrupt enemy LAC forces.
The Missile Screen LAC will be loaded with lots of countermissiles, likely regular counter missiles, but perhaps extended range countermissiles like the Mk31. There will be no Vipers. They will have one job, and one job only - killing missiles.
There may also be a larger AWACS-style LAC if there is also a "Keyhole-3" to allow the LAC to serve as a relay for countermissile fire control links from a larger ship, with better computers to chew the data and coordinate - this hypothetical Keyhole-3 would probably be carried on the
"Assault CLAC", rather than on a ship carrying Keyhole light, 1, or 2. Mind, I don't know how feasible this hypothetical fire control relay LAC might be.
LACs are no longer viable in anti-shipping strikes against modern warships that are aware of them as a threat. I'm unsure about their viability against semi-modern warships that are aware of them as a threat.
There may be some degree of size-creep in the next generation or two of LACs, mainly to improve their combat endurance, especially how many countermissiles they can carry.
A modern Manticoran Battlecruiser of over 2mt has over 600gs of acceleration. I suspect that a modern Manticoran LAC is probably close to 1kg of acceleration, if not more. Even if LAC compensators haven't been improved as much as full sized warship compensators, I think that a LAC can probably afford a few ktons more without giving up too much acceleration.
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Re: The cruiser future in the RMN - another go
Post by Tenshinai   » Fri Jun 26, 2015 9:57 pm

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JeffEngel wrote:Of course you do. But you're putting a lot of lives on the line - especially on the line, way out near the surface of the ship, specifically toward enemy fire - and using up volume to house them and keep them warm, fed, and breathing, along with all the money for them and their support stuff - all of which represents resources that could address battle damage in some other fashion. For instance, you could use the people, money and volume to support more armor, sidewalls, point defense, ECM, or increasingly redundant control lines to those weapons.

I'm saying that, when a ship takes damage, it's very rare that it is both losing central control links to a weapon and still having a hope of winning that battle. It is only then that that on-mount crew is doing anything to win that battle, and even then, it's only to the extent that their rather ineffective fire, without the support of central fire direction, is doing any good.

And meanwhile, that capacity is sucking up a whole lot of people, tonnage, and money. I submit that any or all of those could do a lot better good either avoiding or withstanding that damage in the first place (in one of many ways, including sheer armor to suck it up), or contributing to more ships performing this mission.

I'm certainly not claiming that the ability to withstand damage is meaningless.


No, but i think you severely underestimate the issue. And maybe i should have been clearer about it.

The extra crew are not valuable because they man weapons in case of control links breaking, they are valuable because the represent a dispersal across the ship of people capable of doing repairs during combat.
People able of taking over if bridge connections are more or less lost, or take over completely if the bridge is just gone...

Something which we have seen in the books, again and again to be of critical importance.

Ships are not a digital status entity, unless heavily overmatched by enemy attacks, damage will tend to be a gradual issue.

JeffEngel wrote:There certainly is. And the tonnage represented by supporting that on-mount weapon crew can certainly support another form of hard to damage, hard to kill link.


Sure. And when damage hits the area, ALL the links are still roughly in the same area, simply because they have to be, meaning that having extra control links only slightly reduces the risk of loosing all of them, while having more crew greatly increases the chance that someone can repair a link.

JeffEngel wrote:I think that RFC may have stated the rationale for the BC(L) over the BC(P) poorly. The battlecruiser is meant to be able to survive distant encounters with wallers; avoid serious encounters with them; hunt down cruisers and blow them away with ease and without being threatened seriously by them; and to mop up system defenders that aren't waller-equivalent.

To do that, having far more firepower than it takes to blow away cruisers starts to become more than the mission requires, and if you buy that at the cost of being able to laugh off what cruisers can do to you, you're not suiting the BC role anymore, at least, not that RMN conception of it. That's the issue with a BC(P): a Saganami-C could put a hurt on it; distant encounters with a waller can easily toast a BC(P); and the need to recover pods to carry on raiding means that the BC(P) cannot just run off as need be. Duration of fire really hasn't got much to do with it - mostly it is about the relevant necessary toughness and dangerousness. Any podlayer is going to be more dangerous than a BC needs to be, and any BC-size-range podlayer is going to be less tough and able to move right along freely and carry on raiding, as a BC is meant to.


Quite, not disagreeing with that. My point however is that this simply shows that BCPs are not correctly used, and should not be used as regular BCs.

Ie. it´s basically a doctrinal error of thinking, not a problem with the BCPs being "bad ships".

RFC demonstrates that in the battle Henke got captured in. HH COULD have used the BCPs there in a way that would have been near optimal for them, but choose not to, and got whipped for it.

What i´m referring to is the taskforce that later turned out to be minelayers. If placed in that situation myself, i would almost certainly, every time, have the BCPs drop the hammer on the "oldies" taskforce, because they could handle that and would keep them from interfering with my maneuvering, no matter how inferior they looked, they could still get in the way and be a nuisance at just the time i don´t need there to be a nuisance.

If the BCPs shot themselves dry to accomplish that? Who cares? If they did, they could then rejoin the wallers as extra defensive firepower. They would still have accomplished something, and thanks to their rapid fire ability, they would likely have been able to accomplish it quickly, ie minimizing risks.

My second choice would have been to have them be used to fatten up the wallers salvoes, for this they would be much more ineffective overall, but that is part of the design, they simply cannot be expected to do precision shooting.
The very design of the BCPs says that this is a ship with which you massfire a big chunk of poorly directed missiles, to overwhelm hostile defenses by numbers, and then RUN AWAY.

It´s a guerilla warfare hit and run unit most of all. The only time you even try to use it like a regular BC is when you already have the enemy outclassed. Or when you are so outclassed yourself that even an alphastrike( all pods in one salvo) wont do anything to the enemy even with good luck.

From the books it´s clear that those who have BCPs do not understand this, but my point is that again, this is a flaw in thinking and doctrine, not in the ships.

And, hehe, yes a Sag-C might be able to hurt a BCP, sure... But what do you think would happen to a Sag-C if a BCP alphastrikes it? Sure, 90% of missiles probably miss, at least.

But the Saggie just isn´t going to survive that first strike, meaning that the BCP will only get hit by what the Saggie could fire off before the BCP storm of missiles fly the distance between them.

And yeah, that´s horribly inefficient use of missiles and it´s quite possible that the amount of missiles spent on killing that Saggie together costs more than the Sag-C, but the BCP lives with little or no damage, the Sag-C is still very very dead.

I expect this is why the RMN(as well as RFC) wouldn´t think of using it like this, it´s bloody wasteful and completely contrary to the way the RMN prides itself of operating, but that doesn´t mean it cannot work.
Just that the very thought of even trying is probably anathema to a RMN or Grayson crew.

I bet the Havenites might consider it though.
But they´re more likely to try to have two BCs at the point of contact instead i think.


JeffEngel wrote:I think the CL mission profile is the safest one to persist. The DD profile, where it doesn't overlap the CL one, is threatened by the use of LAC's and recon drones


Neither have hyperspace capability. Meaning that to deploy them you either need a CAPITAL SHIP, or SOME kind of ship anyway, just to deliver drones. Making them redundant anyway, because the DD would include drones as well.

JeffEngel wrote:and by the fact that the effective warship floor is jacked up so much by DDM and Keyhole tonnage/dimension requirements.


You are not going to get a CL with effective Keyhole platforms any more than you´re getting a DD with it. We know that dual drive missiles can be squeezed(barely) into a ship at a good deal less than 200kt. But the Roland being too limited overall is why i previously noted that a nextgen DD should be in the 200-300kt range.

However, this would probably not be a "fleet DD", ie something you bring into a fleet on fleet battle, except possible as far off scouting, because you can´t build something survivable for this environment without making it much bigger.

While the nextgen CL would be the smallest ship fully capable of going "everywhere".

You design the DD to be able to stand up to ships its own size, and ONLY that, and then focus on making sure it can handle all the roles it needs to be able to.

DDs essentially becomes a mix of scout/patrol/policing/etc, for whom combat is clearly a secondary mission.

In a historical sense, if you think of the 18th century naval warfare, the DDs would be the sloops, capable of longranged distant duties as well as combat, but definitely focused on the noncombat duties.

JeffEngel wrote:Something too much like the Saganami-C is going to be overgunned for all the missions it would ordinarily be able to survive; undergunned for taking on BC's; and - most critically - overpriced for the workhorse work of a peacetime navy. But something of that size would be perfectly well suited for light cruiser work, with a different set of design expectations.


Almost exactly my thought, agreed. Hence my statement about how it isn´t really the DD mission disappearing, it´s the heavy cruiser(because how a CL will have to be so big anyway, it mostly eats up the tonnage range for where a CA should end up to not be either a CL nor a BC).

I expect an attempt at a nextgen CA would end up just about anywhere in the 600kt-1Mt area, and based on what´s been said about what ships cost to run, at that point you might as well build a Nike or two Sag-C sized CLs instead.
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Re: The cruiser future in the RMN - another go
Post by kzt   » Fri Jun 26, 2015 10:38 pm

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Tenshinai wrote:The extra crew are not valuable because they man weapons in case of control links breaking, they are valuable because the represent a dispersal across the ship of people capable of doing repairs during combat.
People able of taking over if bridge connections are more or less lost, or take over completely if the bridge is just gone...

Something which we have seen in the books, again and again to be of critical importance.

Ships are not a digital status entity, unless heavily overmatched by enemy attacks, damage will tend to be a gradual issue.

This brings up a point that David hasn't really considered. There is no reason why you need to be anywhere specific on the ship to run any system. You are talking to the ships computers to do anything, and they can be accessed anywhere. So a portable device with virtual controls can replace any console.
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Re: The cruiser future in the RMN - another go
Post by Relax   » Sat Jun 27, 2015 5:47 am

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kzt wrote:
Tenshinai wrote:The extra crew are not valuable because they man weapons in case of control links breaking, they are valuable because the represent a dispersal across the ship of people capable of doing repairs during combat.
People able of taking over if bridge connections are more or less lost, or take over completely if the bridge is just gone...

Something which we have seen in the books, again and again to be of critical importance.

Ships are not a digital status entity, unless heavily overmatched by enemy attacks, damage will tend to be a gradual issue.

This brings up a point that David hasn't really considered. There is no reason why you need to be anywhere specific on the ship to run any system. You are talking to the ships computers to do anything, and they can be accessed anywhere. So a portable device with virtual controls can replace any console.

Basic safety and reliability engineering principles say otherwise kzt. For overall control, yes. For any physical interaction on an emergency basis, where MURPHY is present: No. Of course, no one in their right minds wants a human presence requirement anywhere near a system for emergency shutdown etc.
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Re: The cruiser future in the RMN - another go
Post by JeffEngel   » Sat Jun 27, 2015 10:51 am

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Tenshinai wrote:
JeffEngel wrote:I'm certainly not claiming that the ability to withstand damage is meaningless.


No, but i think you severely underestimate the issue. And maybe i should have been clearer about it.

The extra crew are not valuable because they man weapons in case of control links breaking, they are valuable because the represent a dispersal across the ship of people capable of doing repairs during combat.
People able of taking over if bridge connections are more or less lost, or take over completely if the bridge is just gone...

Something which we have seen in the books, again and again to be of critical importance.

Ships are not a digital status entity, unless heavily overmatched by enemy attacks, damage will tend to be a gradual issue.

For that, you're not really talking about an on-mount crew. Heck, locked into the weapon mounts, those crews represent the worst case for the floating damage control capability you're bringing up here.

I haven't much issue with damage control crews. I think they're the very best shipboard use of the Marines, for instance, or the cadre for Naval ratings being made to do Marine work (coming at it from the other direction). They're also the personnel pool for the search and rescue parties and will likely make up, directly or indirectly, the "slush fund" for prize crews. But I don't think on-mount weapon crews are doing that duty now - they're horribly placed for it, with the specific exception of damage to their weapon mount that is repairable in battle (or at least controllable), by them, from there, and leaves them alive and able.

Reducing crew not at all and pulling every one of them back into roaming DC parties would be an improvement. You could surely make the mounts themselves more durable without provision for work spaces in them. In fact though, I think you would do better still putting some or all of those personnel (by count, not specifically) aboard other ships or in the Marine Corps than in damage control. And for that matter, I've got high hopes that miniaturization and automation will work as force multipliers for the DC and prize crews too, allowing them to do as well or better with no more or fewer people - and that the cruiser will be the sort of ship to make the most out of those advances.
JeffEngel wrote:There certainly is. And the tonnage represented by supporting that on-mount weapon crew can certainly support another form of hard to damage, hard to kill link.


Sure. And when damage hits the area, ALL the links are still roughly in the same area, simply because they have to be, meaning that having extra control links only slightly reduces the risk of loosing all of them, while having more crew greatly increases the chance that someone can repair a link.
Having more crew able to roam does; having more crew locked in there, not so much. And if you take that much damage there, so that all likely routes of control to the system are lost - what are the odds that you will still have a working weapon, working power for it, and a working crew on it? It's in only that sort of miracle situation that the on-mount crew is doing more good than redundant control links - or, for that matter, more good than a roaming DC party.

JeffEngel wrote:I think that RFC may have stated the rationale for the BC(L) over the BC(P) poorly. The battlecruiser is meant to be able to survive distant encounters with wallers; avoid serious encounters with them; hunt down cruisers and blow them away with ease and without being threatened seriously by them; and to mop up system defenders that aren't waller-equivalent.

To do that, having far more firepower than it takes to blow away cruisers starts to become more than the mission requires, and if you buy that at the cost of being able to laugh off what cruisers can do to you, you're not suiting the BC role anymore, at least, not that RMN conception of it. That's the issue with a BC(P): a Saganami-C could put a hurt on it; distant encounters with a waller can easily toast a BC(P); and the need to recover pods to carry on raiding means that the BC(P) cannot just run off as need be. Duration of fire really hasn't got much to do with it - mostly it is about the relevant necessary toughness and dangerousness. Any podlayer is going to be more dangerous than a BC needs to be, and any BC-size-range podlayer is going to be less tough and able to move right along freely and carry on raiding, as a BC is meant to.


Quite, not disagreeing with that. My point however is that this simply shows that BCPs are not correctly used, and should not be used as regular BCs.
Well yes - this is an area where we're both more disagreeing with RFC than we're disagreeing with one another.

Ie. it´s basically a doctrinal error of thinking, not a problem with the BCPs being "bad ships".
It probably does not help either that the BC(L) is so much larger than the BC(P) and likely that much more expensive, proportionately, at least.

RFC demonstrates that in the battle Henke got captured in. HH COULD have used the BCPs there in a way that would have been near optimal for them, but choose not to, and got whipped for it.

What i´m referring to is the taskforce that later turned out to be minelayers. If placed in that situation myself, i would almost certainly, every time, have the BCPs drop the hammer on the "oldies" taskforce, because they could handle that and would keep them from interfering with my maneuvering, no matter how inferior they looked, they could still get in the way and be a nuisance at just the time i don´t need there to be a nuisance.

If the BCPs shot themselves dry to accomplish that? Who cares? If they did, they could then rejoin the wallers as extra defensive firepower. They would still have accomplished something, and thanks to their rapid fire ability, they would likely have been able to accomplish it quickly, ie minimizing risks.

My second choice would have been to have them be used to fatten up the wallers salvoes, for this they would be much more ineffective overall, but that is part of the design, they simply cannot be expected to do precision shooting.
The very design of the BCPs says that this is a ship with which you massfire a big chunk of poorly directed missiles, to overwhelm hostile defenses by numbers, and then RUN AWAY.[/quote]I've just been re-reading At All Costs and the use of light warships by Eight Fleet has been a bit perplexing. (This is less about the BC's of either sort than the CA's, CL's, and DD's.) I'm not talking about the excellent - textbook even - use of light cruisers for recon and carrying messages up into hyper. I'm talking about the CA's, CL's, and DD's moving out with the fleets in-system. The addition to point defense is meager; they're not maneuvering to extend the sensor net (RD's and LAC's have that covered); they're not contributing to firepower or even assuming control of any missiles in excess of control capacity of launching units. Mostly, when missiles lose lock, the smaller warships are serving as decoys with people aboard, with very little hope of withstanding any hits from capital ship missiles.

It's hard to believe that they could not have done more good scouting in the low hyperspace bands for hidden fleets, using ECM to pretend to be more wallers or just BC's coming in from a different part of the system periphery early on, gaslighting the defenders of more star systems with recon for attacks that wouldn't take place, outright raiding the least-defending systems, commerce raiding, or just being sent out to Silesia or Talbott. Anyway, pardon the tangent.
It´s a guerilla warfare hit and run unit most of all. The only time you even try to use it like a regular BC is when you already have the enemy outclassed. Or when you are so outclassed yourself that even an alphastrike( all pods in one salvo) wont do anything to the enemy even with good luck.

From the books it´s clear that those who have BCPs do not understand this, but my point is that again, this is a flaw in thinking and doctrine, not in the ships.
That may be unfair to the GSN to start, but yeah, along the way, their independence of doctrine seems to have been lost to the RMN in this regard.
And, hehe, yes a Sag-C might be able to hurt a BCP, sure... But what do you think would happen to a Sag-C if a BCP alphastrikes it? Sure, 90% of missiles probably miss, at least.

But the Saggie just isn´t going to survive that first strike, meaning that the BCP will only get hit by what the Saggie could fire off before the BCP storm of missiles fly the distance between them.
I'm not saying it's going to do much, or even that two of them would. But a Nike will be able to laugh at their efforts much more, even with far less weaponry in reply, and being able to swat cruisers with as much ease and as little danger as we swat flies (the BC(L) way of life) fits the RMN BC model better than being able to swat them with as much danger as we swat very small dogs and with as much ease as we swat... microorganisms (the BC(P) way of life).

In addition, as commerce raider or commerce protectors, the BC is going to be fighting on a moving battlefield that it will not control long after a victory there, and one which may be in hyperspace or even a grav wave. (Rarely, yes, but not so rarely as to have strictly zero legitimate impact on design.) Picking back up pods won't be easy or possible there, so a BC(P) can lose effectiveness over time more easily, and it won't be able to use pods in a grav wave at all. The BC(L) won't be using its missiles there either, granted, and the BC(P)'s aft hatch is going to be well protected by the aft sail, but the broadside energy weapons will finally have a use again and the BC(L) is going to be much better able to fight in that environment in general design.

None of which is intended to disagree at all that the benefits of the BC(L) over the BC(P) are misstated and BC(P)'s are misused. I suppose the BC(L) is harder to misuse, but goodness, you can avoid promoting to admiral people who will make that sort of mistake.
And yeah, that´s horribly inefficient use of missiles and it´s quite possible that the amount of missiles spent on killing that Saggie together costs more than the Sag-C, but the BCP lives with little or no damage, the Sag-C is still very very dead.

I expect this is why the RMN(as well as RFC) wouldn´t think of using it like this, it´s bloody wasteful and completely contrary to the way the RMN prides itself of operating, but that doesn´t mean it cannot work.
Just that the very thought of even trying is probably anathema to a RMN or Grayson crew.

I bet the Havenites might consider it though.
But they´re more likely to try to have two BCs at the point of contact instead i think.
And a BC(P) or two is likely an excellent way to do rear-area defense, as a worthy successor to the RHN's battleships. Even if it's overwhelmed, it's got an excellent chance of being able to leave the system without ammo but alive, to support retaking it and certainly to have exacted a high price out of a small force for taking it.
JeffEngel wrote:I think the CL mission profile is the safest one to persist. The DD profile, where it doesn't overlap the CL one, is threatened by the use of LAC's and recon drones


Neither have hyperspace capability. Meaning that to deploy them you either need a CAPITAL SHIP, or SOME kind of ship anyway, just to deliver drones. Making them redundant anyway, because the DD would include drones as well.
I was talking specifically about the in-system fleet screen and recon role. Hyper-space capable drone tending is precisely the sort of place where it overlaps the CL role - and the CL, built for more endurance and stores, is going to do that better than the DD.
JeffEngel wrote:and by the fact that the effective warship floor is jacked up so much by DDM and Keyhole tonnage/dimension requirements.


You are not going to get a CL with effective Keyhole platforms any more than you´re getting a DD with it. We know that dual drive missiles can be squeezed(barely) into a ship at a good deal less than 200kt. But the Roland being too limited overall is why i previously noted that a nextgen DD should be in the 200-300kt range.
DD role, CL role - abandon the tonnage associations. The RMN certainly has. I'm assuming that even miniaturized Keyhole I is going to take something in the 300 kton range, but more likely the 400 kton+ one, and that broadside DDM fire is going to take something about the size of a Saganami-C. That puts the hypercapable warship floor up into the 400-500 kton range, and whatever you're going to call it, it's going to be that large.

If you're figuring an effective warship can do without Keyhole I or that it can be miniaturized a lot more and if you figure that the Roland's hammerhead launchers will remain entirely acceptable or that the effective smallest hypercapable warship can still do without DDM's, then you figure on a much lower warship floor than I do. I'm not sure where we may differ on the relevant assumptions. I suspect we're differing on how we want to use the 'destroyer' and 'light cruiser' labels.
However, this would probably not be a "fleet DD", ie something you bring into a fleet on fleet battle, except possible as far off scouting, because you can´t build something survivable for this environment without making it much bigger.
Yes. And I don't think there's enough demand for that warship to bother with a design for it in a major navy. Better to use something that can do other things too, so that DD role gets absorbed into the CL one.
While the nextgen CL would be the smallest ship fully capable of going "everywhere".

You design the DD to be able to stand up to ships its own size, and ONLY that, and then focus on making sure it can handle all the roles it needs to be able to.

DDs essentially becomes a mix of scout/patrol/policing/etc, for whom combat is clearly a secondary mission.

In a historical sense, if you think of the 18th century naval warfare, the DDs would be the sloops, capable of longranged distant duties as well as combat, but definitely focused on the noncombat duties.
I think what you are describing there is pretty much what the Honorverse refers to as a light cruiser. That's what I'm talking about. The Honorverse destroyer isn't meant for the long-range duties - that's a cruiser, typically a light one if you're not assuming a much stronger emphasis on combat too. Granted, the larger Honorverse DD's have been getting tapped for long-range duties more and have been more capable of them, but that's another way of saying that the DD/CL distinction has been eroding badly as warship sizes increase.

JeffEngel wrote:Something too much like the Saganami-C is going to be overgunned for all the missions it would ordinarily be able to survive; undergunned for taking on BC's; and - most critically - overpriced for the workhorse work of a peacetime navy. But something of that size would be perfectly well suited for light cruiser work, with a different set of design expectations.


Almost exactly my thought, agreed. Hence my statement about how it isn´t really the DD mission disappearing, it´s the heavy cruiser(because how a CL will have to be so big anyway, it mostly eats up the tonnage range for where a CA should end up to not be either a CL nor a BC).

I expect an attempt at a nextgen CA would end up just about anywhere in the 600kt-1Mt area, and based on what´s been said about what ships cost to run, at that point you might as well build a Nike or two Sag-C sized CLs instead.

Right. The next-gen CA - if it's going to be much more combat-capable than the effective-warship-floor hypercapable unit, whatever that one's called - is likely to be a Nike, more or less, or close enough. It'd be less misleading to call it a BC.

If there's only one major warship niche there belong the insouciant, cruiser-killing, wall-fleeing BC, the light/heavy cruiser distinction won't remain. I'm just betting that the role of it is going to resemble the current light cruiser's more than the heavy's, and the size of it current CA's (or old BC's!) more than anything else current.
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Re: The cruiser future in the RMN - another go
Post by SWM   » Sat Jun 27, 2015 11:48 am

SWM
Fleet Admiral

Posts: 5928
Joined: Mon Jan 11, 2010 4:00 pm
Location: U.S. east coast

Erls wrote:I mentioned something earlier and I think it just got lost in the clutter..

I see only potential path for the Cruiser (and frankly Destroyers as well) is to re-evaluate the roll of each type of ship and then completely re-think how you build a ship that goes about completing all of its mission parameters.

One example off the top of my head:

Destroyers lose some of their offensive armament and receive increased CM tubes and PD Clusters. Mission profile is that of a convoy escort, courier ship, scout, and missile-defense screen unit.

Light Cruisers go away completely, to be replaced with a CP (Cruiser - Pod). The mission profile of this ship is multiple: Commerce raiding, Convoy protection, Long Range power projection (ie, wormhole termini in the Verge or Shell), Deep Strikes, and mobile system defense in low-importance systems. Their chief responsibility in an all-up fleet battle would be to hang back behind the screening elements and use their missiles to target the enemies missile-defense screening units, allowing more of your own Waller's missiles to get home.

Heavy Cruisers go away completely as well, to be replaced by a CS (Cruiser - Standard) [or something of the sort]. Basically, your traditional Cruiser role as being an important screening element for your Wall but also capable of being the 'heavy' unit on Convoys, system defense, quick strikes, and unimportant system defense fleets. It would have slightly more CM tubes and PD clusters than normal at the expense of missile tubes.

In short, instead of trying to design multiple ships that can do everything why not design 2 or 3 smaller ships that are each outstanding at 1 or 2 things and very capable of performing numerous other roles (in both 'peace' and 'war'). When the strengths of all three units are combined, you would have a very balanced and substantial force of light units.

I think you should rethink your classes. The screening mission for light ships is now taken over by LACs. Light ships will not be used for screening in the future fleet; David has pretty much stated as much. Also, a pod cruiser would not be able to carry enough pods to be worth anything. What exactly is the purpose of carrying 12 pods or so, which can only be launched one or two at a time?
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