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Control Missile for shipboard launched missiles

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Re: Control Missile for shipboard launched missiles
Post by JeffEngel   » Fri Apr 10, 2015 4:45 pm

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munroburton wrote:No way around it, it does need hyper-capable warships to go up there and chase the buggers away. But outbound vessels could choose a random course away from the star and cruise through n-space for a while to get outside of alpha-wall detection range or sufficiently close to it that a running start lets them evade the sitting raiders.

Right, so you've got the entire sphere of the system on the hyperlimit as potential entry/exit points. The plane of the ecliptic is the standard one for people with nothing whatever to fear but wear time on the systems, but that's a cost one should be cheerfully accepting these days. (Your insurers and creditors may well agree, strenuously.) And detection in hyperspace is a pain, so you'd be examining a large area with limited vision.

The analysis does depend on figures I don't have at hand, so someone else may be able to give it a thumbs up or down with them.
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Re: Control Missile for shipboard launched missiles
Post by kzt   » Fri Apr 10, 2015 6:46 pm

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munroburton wrote:No way around it, it does need hyper-capable warships to go up there and chase the buggers away. But outbound vessels could choose a random course away from the star and cruise through n-space for a while to get outside of alpha-wall detection range or sufficiently close to it that a running start lets them evade the sitting raiders.

Remember that 60/1 ratio. So you need to go a light hour outside the hyper limit to produce a distance of a light minute on Alpha. You can safely assume that a raider has better sensors than a merchant and it has been stated that the hyper transition across the Alpha wall is highly visible on Alpha. So a raider stealthfully waiting on Alpha (unless they need to use sails) is going to be pretty hard to spot unless you are already in knifefighting range, and the merchant is going to be very easy to spot.

I don't think anyone in the Honorverse has discussed stealth in a grav wave, I have no idea if it is possible. But most systems are not in a grav wave.

Edit: The other issue with flying way out is that it allows plan B: I sneak a ship into real space and when I see a merchant heading way out I go into hyper and either vector a buddy to drop on it from Hyper or do it myself.
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Re: Control Missile for shipboard launched missiles
Post by munroburton   » Fri Apr 10, 2015 7:18 pm

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kzt wrote:Remember that 60/1 ratio. So you need to go a light hour outside the hyper limit to produce a distance of a light minute on Alpha. You can safely assume that a raider has better sensors than a merchant and it has been stated that the hyper transition across the Alpha wall is highly visible on Alpha. So a raider stealthfully waiting on Alpha (unless they need to use sails) is going to be pretty hard to spot unless you are already in knifefighting range, and the merchant is going to be very easy to spot.

I don't think anyone in the Honorverse has discussed stealth in a grav wave, I have no idea if it is possible. But most systems are not in a grav wave.


Max sensor range is 20 light minutes in hyperspace, so about 20 light hours out from the system primary then. At the .5c or so a merchie can attain with its particle shielding, it'd take a bit over 40 hours with initial acceleration and deceleration before hypering included.

Two to four days isn't that huge an extension to interstellar voyages of weeks or even months if the merchie(or dispatch boat) has no other option. Might make filling up at the hydrogen farm a bit dearer, but hydrogen is cheap.

It'd work, unless the hypothetical raider force has six ships lying doggo in a XYZ axis centered around the system, with a diameter around 15LM. Then the merchie is screwed unless it spends a week cruising in n-space. Then the raiders bring even more ships and extend into a larger sphere. Then...

I'll stop there. It's gone beyond cost-effectiveness for either party.
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Re: Control Missile for shipboard launched missiles
Post by Vince   » Fri Apr 10, 2015 7:45 pm

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kzt wrote:
munroburton wrote:No way around it, it does need hyper-capable warships to go up there and chase the buggers away. But outbound vessels could choose a random course away from the star and cruise through n-space for a while to get outside of alpha-wall detection range or sufficiently close to it that a running start lets them evade the sitting raiders.

Remember that 60/1 ratio. So you need to go a light hour outside the hyper limit to produce a distance of a light minute on Alpha. You can safely assume that a raider has better sensors than a merchant and it has been stated that the hyper transition across the Alpha wall is highly visible on Alpha. So a raider stealthfully waiting on Alpha (unless they need to use sails) is going to be pretty hard to spot unless you are already in knifefighting range, and the merchant is going to be very easy to spot.

I don't think anyone in the Honorverse has discussed stealth in a grav wave, I have no idea if it is possible. But most systems are not in a grav wave.

Edit: The other issue with flying way out is that it allows plan B: I sneak a ship into real space and when I see a merchant heading way out I go into hyper and either vector a buddy to drop on it from Hyper or do it myself.

It isn't quite that much distance:
More Than Honor, The Universe of Honor Harrington, (1) Background (General) wrote:Navigation, communication, and observation all are rendered difficult by the nature of hyper-space. Formed by gravitational distortion, hyper-space itself acts as a focusing glass, producing a cascade effect of ever more tightly warped space. The laws of relativistic physics apply at any given point in that space, but as a hypothetical observer looks "outward" in hyper-space, his instruments show a rapidly increasing distortion. At ranges above about 20 LM (359,751,000 km.) that distortion becomes so pronounced that accurate observations are impossible. One says "about 20 LM" because, depending on local conditions, that range may vary up or down by as much as 12%—that is, from 17.6 LM (316,580,880 km.) to 22.4 LM (or 402,921,120 km.). A hypership thus travels at the center of a bubble of observation from 633,161,760 to 805,842,240 km. in diameter. Even within that sphere, observations and measurements can be highly suspect; in effect, the "bubble" may be thought of as the region in which an observer can tell something is out there and very roughly where. Exact, precise observations and measurements are all but impossible above ranges of 5,000,000 to 6,000,000 km., which would make navigational fixes impossible even if there were anything to take fixes on.
Boldface is my emphasis.

One possible way to stretch out the detection distance in hyperspace would be to enter hyper somewhere on the hyper limit opposite from a departure point's least time course. From Hyper Limits by stellar spectral class an F0 has a hyper limit of 26.42 LM and a K9 has a hyper limit of 13.64 LM, with stars of F1 through K8 having hyper limits between F0 and K9 stars. Since you would be on the opposite side from a least time course when you hit the hyper limit you could be up to twice the hyper limit distance in normal space from where the raider would lie doggo in the alpha hyper band.

Presumably the flash of energy from an upwards alpha translation would be visible at about 20 LM in hyper. But that only lasts very briefly and the merchant ship will not be staying in the alpha band any longer than necessary to recharge the hyper generator for the next translation to the beta hyper band (to be repeated until the ship has climbed as high as its hyper generator will allow).

I suspect for a raider lying doggo in the alpha band to successfully intercept and engage a ship translating into hyper from normal space, the raider would have to be in the "ranges of 5,000,000 to 6,000,000 km" from the target where the "Exact, precise observations and measurements" necessary to engage a target are possible. Which is just over 20 light seconds in hyper, or 20 & 1/3 light minutes in normal space. If the target is much further away from the raider, the target will probably succeed in getting away by opening the range enough to where it can't be accurately tracked and eventually translate into the beta band, completing a successful evasion.

Note that an SDM has a "maximum powered engagement range of 6,755,000 kilometers" when "setting the drive down to 42,500 gravities, time to burnout can be extended to 180 seconds".

Quotes in the last 2 paragraphs are from The Short Victorious War, Honor Harrington's Navy, Naval Weaponry.
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Re: Control Missile for shipboard launched missiles
Post by SWM   » Fri Apr 10, 2015 11:21 pm

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Vince wrote:One possible way to stretch out the detection distance in hyperspace would be to enter hyper somewhere on the hyper limit opposite from a departure point's least time course. From Hyper Limits by stellar spectral class an F0 has a hyper limit of 26.42 LM and a K9 has a hyper limit of 13.64 LM, with stars of F1 through K8 having hyper limits between F0 and K9 stars. Since you would be on the opposite side from a least time course when you hit the hyper limit you could be up to twice the hyper limit distance in normal space from where the raider would lie doggo in the alpha hyper band.

Presumably the flash of energy from an upwards alpha translation would be visible at about 20 LM in hyper. But that only lasts very briefly and the merchant ship will not be staying in the alpha band any longer than necessary to recharge the hyper generator for the next translation to the beta hyper band (to be repeated until the ship has climbed as high as its hyper generator will allow).

I suspect for a raider lying doggo in the alpha band to successfully intercept and engage a ship translating into hyper from normal space, the raider would have to be in the "ranges of 5,000,000 to 6,000,000 km" from the target where the "Exact, precise observations and measurements" necessary to engage a target are possible. Which is just over 20 light seconds in hyper, or 20 & 1/3 light minutes in normal space. If the target is much further away from the raider, the target will probably succeed in getting away by opening the range enough to where it can't be accurately tracked and eventually translate into the beta band, completing a successful evasion.

Note that an SDM has a "maximum powered engagement range of 6,755,000 kilometers" when "setting the drive down to 42,500 gravities, time to burnout can be extended to 180 seconds".

Quotes in the last 2 paragraphs are from The Short Victorious War, Honor Harrington's Navy, Naval Weaponry.

Vince, you neglect the point that 20 light-minutes in normal space equates to about 20 light-seconds in the alpha band of hyperspace. So, if an enemy ship is sitting in the alpha band at the hyper-limit, and a freighter enters hyper at the hyper-limit on the opposite side of the star, the freighter will pop up a mere 40 light-seconds away from the enemy ship. Easily inside detection range and missile range. A ship in the alpha band can cover the entire hyper-limit of the star.
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Re: Control Missile for shipboard launched missiles
Post by Weird Harold   » Fri Apr 10, 2015 11:44 pm

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Vince wrote:Presumably the flash of energy from an upwards alpha translation ...


I could be wrong, but I'm pretty sure that it is downward translations that cause hyper footprints, not upward. Ref: The liner rising back up to recover Wayfarer's survivors in HAE.

SWM wrote:Vince, you neglect the point that 20 light-minutes in normal space equates to about 20 light-seconds in the alpha band of hyperspace.


Hanging about in the Alpha Band to intercept merchant shipping is a waste of time. Incoming ships will pass through the alpha band before lurkers can react. Very few outgoing ships will stop at the alpha band, and most will pass through out of immediate firing range and be gone to higher bands before an intercept can be generated.
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Re: Control Missile for shipboard launched missiles
Post by Somtaaw   » Fri Apr 10, 2015 11:51 pm

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Weird Harold wrote:
Hanging about in the Alpha Band to intercept merchant shipping is a waste of time. Incoming ships will pass through the alpha band before lurkers can react. Very few outgoing ships will stop at the alpha band, and most will pass through out of immediate firing range and be gone to higher bands before an intercept can be generated.



Merchants are also slow, and rarely ever go for crash translations. The only times we've ever seen crash translations are from merchies getting raped hard (usually by PNS/StateSec ships). Merchies like to take things real easy, and take little to no velocity across the Alpha band with them into normal space.

So they (probably) ease down through the bands real slow, to reduce any possible wear on both their hyper generator (so they dont have a Hali Sowle experience) and their nodes too.


But excluding that, a sharp eyed pirate only needs a few seconds to get an approximate size-to-wedge strength. But since you'd be following them out of hyper, if you "guess" wrong and you just followed a DN/SD out of hyper... well if you are a pirate, you are about to have a VERY bad day.
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Re: Control Missile for shipboard launched missiles
Post by kzt   » Sat Apr 11, 2015 2:17 am

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Weird Harold wrote:I could be wrong, but I'm pretty sure that it is downward translations that cause hyper footprints, not upward.

Nope, David said that you see the footprint on the side that the ship appears when asked about the disappearance of the ghosts.

Let me see if I can find that...

Wow, that was harder than I thought

http://infodump.thefifthimperium.com/si ... gton/265/1
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Re: Control Missile for shipboard launched missiles
Post by Kytheros   » Sat Apr 11, 2015 3:56 am

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kzt wrote:
Weird Harold wrote:I could be wrong, but I'm pretty sure that it is downward translations that cause hyper footprints, not upward.

Nope, David said that you see the footprint on the side that the ship appears when asked about the disappearance of the ghosts.

Let me see if I can find that...

Wow, that was harder than I thought

http://infodump.thefifthimperium.com/si ... gton/265/1

There's a difference between simply being "detectable" and being a massive flare. My impression is that an upward translation is usually a lot 'quieter' than a downwards translation. Could be completely wrong, though.



Also, as quoted above, sure, somebody lurking in hyper is going to be well inside the 'rough detection bubble' of 20 hyperspace light minutes, but the quoted range on good detection is a mere 20 hyperspace light seconds - so to have good detection on the entire hyper limit, you'd have to be sitting effectively at rest in the middle of the zone while in hyper.
That means you're at the extreme range on good detection, and the target has a hefty base velocity advantage heading away from you. To engage this hypothetical target, you either have to launch missiles at extreme ranges, or slam the throttle, and launch missiles once you've cut down the velocity advantage some. Oh, and you have to be sitting with your wedge up, not just hot nodes. Either way you go, the target will see you coming ... and will likely have time for its hyper generators to cycle, unless you launch missiles right away ... except even if you launch missiles right away, you're probably not going to have much, if any accuracy.

So ... sure, you can loiter and watch a system from hyper ... but you can only effectively tag inbounds ... who can just crash translate downwards, or back upwards, when/if they see you coming.
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Re: Control Missile for shipboard launched missiles
Post by Weird Harold   » Sat Apr 11, 2015 6:17 am

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kzt wrote:Nope, David said that you see the footprint on the side that the ship appears when asked about the disappearance of the ghosts.

Let me see if I can find that...

Wow, that was harder than I thought

http://infodump.thefifthimperium.com/si ... gton/265/1


I stand corrected.
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