hanuman wrote:FLHerne wrote:The SLN's total ineffectiveness at missile range is much smaller or even reversed slightly at energy range, so as soon as they get anything sitting right on the termini, the RMN will start needing BCs and wallers to punch through with no real advantage, rather than cruiser divisions with a ridiculous range disparity. It just turns into a war of attrition, and one side has a distinct advantage there.
I won't normally get involved in discussions regarding technology, because frankly, that aspect of the books interest me much less than the social, political and economic aspects. But you mentioned something about missiles I'd like to clarify for myself, so would one of the technojunkies please answer my question.
As far as I understand things, Honorverse missiles ARE energy weapons - at least, they're the platforms that carry the energy weapons to within range of the enemy's ships. Is that right?
Well, sort of. Any device that causes the destruction of something else could loosely be interpreted as an "energy weapon". Even today's Mk-82's, -84's, JDAMS, and whatnot. It's an explosive release of energy.
But that's not what you mean. Yes, a missile in the Honorverse *could* be considered an energy weapon, because it generates an x-ray laser from a nuclear detonation, but to avoid confusion in the Honorverse, an energy weapon is usually just a laser or graser fired from a ship, and can be fired repeatedly.
OTOH, missiles in the honorverse self-destruct in the creation of the laser beam, so they are referred to as missiles, warheads, and laserheads.
hanuman wrote:So, the range advantage of the Manticorans comes from their ability to launch missiles from a distance far beyond the endurance range of Solarian missiles. In other words, the Solarians' missiles will reach detonation point far short of where the Manticoran ships are, and therefor cannot damage the latter. On the other hand, the Manticoran missiles can travel much farther before reaching their own detonation point. That much I get.
Correct, although for the most part, it's not the "detonation point" but the range a missile can get to before it's impeller nodes burn out, at which point, it's just an unguided chunk of metal, easy to avoid if you've been tracking it.
hanuman wrote:What I don't know is whether the Manticoran energy weapons that are carried aboard their missiles have a significant range advantage, from detonation point, over those of other star nations. Do they? Or is the effective distance at which missile-carried energy weapons can inflict worthwhile damage upon enemy ships more or less the same for everyone?
This I'm not too sure about - I just build the models and know the attack sequence, but not the ranges (at least, not off the top of my head). I *think* the laserheads used for the Mk16 and Mk23 (they're both the same model of laserhead) have a max effective range of 50,000km. The laserheads used for the earlier Mk13 has a max effective range of 30,000km (I think). I believe, but could be wrong, that Sollie laserheads are on a par (as far as effective range goes) with the Mk13, whereas Havenite laserheads are probably equal to their Mk16/23 counterparts.
Also, the laserheads used in the Mk16/23 generate a more powerful x-ray laser, due to a higher-yield warhead, and improved grav-focusing to put more x-rays into the lasing material.
Hope this helps.
Edit:
solbergb wrote:hanuman wrote:What I don't know is whether the Manticoran energy weapons that are carried aboard their missiles have a significant range advantage, from detonation point, over those of other star nations. Do they? Or is the effective distance at which missile-carried energy weapons can inflict worthwhile damage upon enemy ships more or less the same for everyone?
Most Manticoran laser heads are a bit more powerful than the opposition, especially given their size. The oversized Havenite missiles hit harder in the first war, but the Mk23 is at least as powerful as the big Haven missiles.
Not more range really, just more punch. Standoff range seems to still be about the same. That may not be true, the Andermani were showing a larger standoff range right before the second war (
50km vs 30ish km) but that was also against an enemy with little or no EW.
First off, I think you might want to change your ranges to "50k km vs 30k km"
Secondly, you might be right as far as ranges. As I said, I don't recall off the top of my head, but I thought there was some targeting improvements that gave RMN DDM/MDM laserheads a bit more effective range.
solbergb wrote:The MK-16G though has improved grav lenses and hits nearly as hard with a cruiser-weight head as a SD-sized first-war Manticoran missile. So not as hard as a Mk-23, but nearly as good as a capital ship missile. That's insanely powerful (and why DD's are punching out BCs...compare the 3rd Yeltsin deathride with one CA vs one BC to the action in the last book where four CL-sized "destroyers" took out four BC's and made it look easy)
Yeah... if a Mk16 had a Mk23-sized warhead, it *would* hit as hard as a Mk23, just with four fewer laserheads.
solbergb wrote:Again though..not more standoff range. Just a much larger punch. The effective range has more to do with hitting probabilities vs the massive uncertainty that wedge/sidewall interference causes in determining the location of an enemy ship than the power of the beam.
This is why a SD graser is just as ineffective as a DD laser past 500km against any target with any kind of sidewall. It isn't a matter of punching through, it is a matter of locking onto the target. Lacking a sidewall, grasers can lock on at about twice the distance. This means a bow-wall like the Nasty Kitty had when facing an enemy ship with chasers vs chasers meant the Manticorans were in no danger while their enemy got sliced to bits...the range was close, but not close enough that the other guy could get a lock through a bow wall.
Again, you might want to change that to "500k km"
But yeah, effective range for laserheads and ship-mounted energy weapons is limited to targeting ability and not range.