The E wrote:Jonathan_S wrote:And the buckler really doesn't protect from many angles. If I did the math correctly a buckler twice the diameter of the max beam (text-ev for it's size; at least on Hexapuma) and 10 km off the nose (standard standoff range for sidewalls) only fully protects against targets approximately +/- 0.5 degrees from dead ahead.[1] Any more than that and a perfect shot past the edge of the buckler can hit the backside of the aft hammerhead. [2]
Bravo on doing the math on this. I'd just add that, since the Buckler can be moved around within the throat/kilt area, its defensive value is higher than these numbers make it seem. In a single-ship duel, or in situations like the one Hexapuma found itself in at Nuncio, it's almost as good as a full wall (at least when it comes to fending off main battery energy weapons; missiles have quite a lot of maneuvering potential to get into good positions for clean shots at the ship).
Very true.
Against a single enemy a buckler is still really nice, and at 400,000 km an enemy has to move a long way to display even half a degree; you've got time to shift the buckler or change heading to keep it interposed.
There were some simplifying assumptions in that math - like not dealing with the ability to move it around. Though the biggest one was treating the end of the hull as a point and calculating that you were protected until that point could be seen.
(Rather than modeling a hull profile to determine what point would be exposed to line of sight first. The hammerhead flare is much wider than the actual stern plate; OTOH it's further forward, so I just ignored it and treated wider but closer as a wash.)
What I've half thought about doing, but don't have the software or skill for, is to do this as a rendering. Model the ship, wedge, sidewall,s buckers all to scale then render translucent cones/wedges showing vulnerable angles. No color = no shot, maybe yellowish is a shot through a sidewall/buckler, and reddish would be an unprotected, no sidewall, shot.
(If you wanted to be really fancy weight the translucency based on the percentage of shots passing through a point that hit unarmored targets (top, bottom, nodes) vs armor. Less translucent could mean more shots that wouldn't hit armor)
Then do a short rendered video of the camera looping around so you can see the zones clearly.