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Re: Control Missile for shipboard launched missiles | |
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by SWM » Sat Apr 11, 2015 7:03 pm | |
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Vince,
Your numbers look good. But what happens if the pursuing ship transits to the Beta band when it sees the freighter transit out of the Alpha? Suddenly, instead of 22.5 light-seconds apart, they are now 1.8 light-seconds apart. That of course depends on the pursuing ship having its hyper generator ready to transit, which poses some additional complications to the scenario. But if the pursuing ship did get its generator ready, it would be very close to the freighter. --------------------------------------------
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Re: Control Missile for shipboard launched missiles | |
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by SWM » Sat Apr 11, 2015 7:27 pm | |
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Oh, one other comment, Vince. Freighters generally drop to near zero velocity before transiting upward or downward, to save wear and tear on the nodes. So normally a freighter would not carry velocity when they jump into hyperspace. But if the freighter is deliberately using this round-about route to avoid a suspected ambush, it is reasonable to suppose that they would transit at speed. So this is plausible.
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Re: Control Missile for shipboard launched missiles | |
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by Vince » Sat Apr 11, 2015 8:12 pm | |
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The raider is in hyper, in the alpha band, and is just outside the star's hyper limit. For A) The hyper limit applies only to normal space. You can be inside a hyper limit, in the alpha band, and as long as you don't attempt to translate to normal space, you apparently don't have any problems.* For B) The raider translating to the beta band, is now inside SDM range and fires. I'm going to assume that you meant the raider has his hyper generator at Routine Readiness. While the tactical section is attempting to refine the best possible guess** of where the merchantman is, engineering brings the hyper generator to Stand-By Readiness. Then when the tactical section has the best guess** of where the merchantman is, the best guess** of its course, and the best guess** of where it will translate to the beta band and the best guess** of where it will reappear relative to the raider, when the raider translates to the beta band. Further assumptions: The raider does not change position from the area in the alpha bands where the least time course from the planet intersects the hyper limit of the star, other than to move up to the beta band and down to the alpha band. With the tactical section's best guesses, the raider translates to beta band ahead of the merchantman and lies in wait. The merchantman translates to the beta band. The distance ratio of the alpha band to the beta band is ~ 12.4:1, so the raider sees the merchantman reappear in the beta band at a range of ~ 3.8 light seconds, or ~ 4.2 light seconds if the merchantman was running with no safety margin on the inertial compensator. Either way, the raider is well inside SDM range, allowing maximum power level impeller drive missile shots, but not very far outside of energy range. The range is so low that the conditions in hyper don't create distortion, and the tactical section can successfully target the merchantman. Since you said the raider fires, the merchantman is blown away. I see two possible problems with this approach: First, the SLN raider has just blown away a merchantman that was very nearly in energy range (although it would be moving away from the raider). With the Solarian League desperately needing merchantman to move cargoes, the raider probably has instructions to capture the merchantmen it encounters wherever possible. This should be workable though. Second, the problem with this lurk in hyper and engage targets exiting the system by either capturing or destroying them runs into the problem of lack of intelligence. The raider might see incoming ships quickly dropping through the alpha band on their way to normal space, but it is unlikely that it will be able to get details of the ships. Eventually the raider will find out the hard way that they have just Mugged the Monster, because the merchantman they are in SDM range of is actually a GA warship, leading to a Really Bad Day for the raider, because of Murphy's Law of Combat #1. Examples of Mugging the Monster in the Honorverse where a warship plays the role of a merchantman are quite numerous (many examples of a raider threatning a 'helpless merchantman' in Honor Among Enemies, but other books have examples as well). * Note: The only information we have on attempting to translate inside the hyper limit comes from Echoes of Honor where it states if you attempt to drop to normal space from the alpha band, as long as you are in the outer 20% of the distance from the hyper limit, you just can't get into normal space. If you are further in, Bad Things happen if you attempt to translate to normal space from the alpha band. No information has been given in the books or infodumps on just passing through the hyper limit of a star, while in hyper (in any band) without attempting any translation, either up or down (other than the previous mentioned attempt to translate to normal space from the alpha band. The situation just has not come up, so it hasn't been addressed. I'm guessing that as long as you don't attempt a translation, either up or down, that it doesn't lead to Bad Things happening. ** And will be a guess where the merchantman is because the merchantman is inside because the raider will detect the merchantman at 25.6 light seconds, which is out of range because
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Re: Control Missile for shipboard launched missiles | |
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by Vince » Sat Apr 11, 2015 8:27 pm | |
Vince
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I don't remember reading any examples of this, except in In Enemy Hands, where the rest of the convoy stopped in the alpha band, awaiting the report of the single warship that went in directly to check out the system. Do you have any examples? This quote seems to imply that merchant ships, as well as warships do make translation while underway: Italics are the author's, boldface and underlined text is my emphasis. Also Hyper translation seems to imply it's actually safer to be underway when cracking a hyper wall. -------------------------------------------------------------
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Re: Control Missile for shipboard launched missiles | |
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by Jonathan_S » Sat Apr 11, 2015 8:45 pm | |
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that worked then, against the short ranged system missiles of that era. But now, with Manticore going to outer MDM missile pods scattered out near the hyperlimit (like the ones that were unnecessarily used for the raid against Zanzibar) a raider doesn't have time to let their generator cycle. That might take 10-20 minutes while the retaliatory missiles will be there in 7-9 minutes. They could chase a merchant into n-space. And even take it out, but they're unlikely to escape alive. Ouch. |
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Re: Control Missile for shipboard launched missiles | |
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by Kytheros » Sat Apr 11, 2015 9:48 pm | |
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20 light minutes is the 'rough detection' range, as in, you can tell, roughly, that there's something over thataways, and the approximate distance, but you don't get any accurate detail. If you want accurate readings, the 'good detection' range is roughly 20 light seconds. And you want accurate readings.
D'you have a quote for that? All I remember is that downwards translation is specifically called out as bleeding away velocity, but nothing about upwards translations, at least from the books, upwards translations might get specified in one of Weber's infodumps.
As I said, my impression has been that an upward translation produces a smaller flare than a downwards flare would under otherwise equal conditions. Plus the 'messiness' of hyperspace drastically reducing the efficacy of sensors, which isn't an issue in normal space.
The pursuing raider cannot translate immediately upon the freighter translating, because you can't translate instantly, and the pursuer doesn't know when the freighter is going to transit. There's a little bit of lag time the freighter can take advantage of to evade and/or hide. Or, y'know, the freighter could just drop back down to normal space and hide for a while, turning the range into light minutes, and depending on the state of the system's sensor net and defense forces, possibly drawing a response force out, especially with a mayday transmission before the pursuer can crash translate in pursuit. Most cargos are nonperishables, or are of limited perishability. Worst case, freighters add a few days of realspace travel when leaving systems that are known to have raiders but haven't gotten cleaned up yet. |
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Re: Control Missile for shipboard launched missiles | |
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by SWM » Sat Apr 11, 2015 10:03 pm | |
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You're right--I misremembered. I did remember that they don't go at full speed. I was thinking that they drop to zero, but they don't. They just drop to 0.23 c if they have to drop at all, which is unlikely. Looks like you've got all the right parameters. Nice analysis. --------------------------------------------
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Re: Control Missile for shipboard launched missiles | |
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by kzt » Sat Apr 11, 2015 10:10 pm | |
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If you are being chased by a warship you don't "try to hide". You have the horrifically hot reactor and the huge gravity signature of the wedge, you can choose to hide at most one. Even a crappy warship has sensors much better than the typical freighter.
What you do instead is translate to real space and immediately abandon ship. |
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Re: Control Missile for shipboard launched missiles | |
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by SWM » Sat Apr 11, 2015 10:11 pm | |
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From The Universe of Honor Harrington, published in More Than Honor (emphasis added):
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Re: Control Missile for shipboard launched missiles | |
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by Vince » Sat Apr 11, 2015 10:15 pm | |
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Here's the quote: Italics are the author's, boldface is my emphasis. See Effective speed by hyper band for the full table of translation bleed off. -------------------------------------------------------------
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