Relax wrote:Somtaaw wrote:
Well, time,control links and efficiency.
Your average CA/BC has a reload on broadside tubes of what, 6 to 8 seconds per tube? So even a Nike-class (off-bore firing excluded) is only going to be throwing 50 missiles every, say 20 seconds, from each broadside. In that same 20 seconds, you've deployed a triple pattern of 6 pods per pattern, 144 missiles (assuming Apollo) or 252 missiles (assuming BCP). Even with off-bore, a Nike class firing delayed activation double broadsides is now only pushing 100 missiles, which is still only 2/3 of what Apollo pods are putting into space.
But excluding the raw numbers, efficiency is a big issue. Your ship's travelling at 400-600 gravities, and unless you're tractoring every single missile as you float them out, they're strung out like a breadcrumb line behind you. That's going to require one helluva lot of control link time just to guide them for simultaneous Time-on-Target. Which means you're getting less time to concentrate on boosting your penaid efficiency, which means your over-sized broadside salvo's are now less efficient because you're focusing more on salvo size and less on actually hitting what you're shooting at.
Strawman? Offbore is excluded? What possible justification do you have for this Juxtaposition?
Read more carefully then, I did a sample of both off-bore excluded and included for analysis purposes. A Nike class can fire essentially "quadruple" broadsides, which in actuality is a delayed double broadside, from both broadsides, 50 broadside tubes doubled is 100 missiles. Which is exactly what I pointed out, any other ship all the way back to the CL Fearless could do delayed activation double broadsides, you still can't push out missiles as fast as pods do. The only ships that could, were missile heavy superdreadnoughts, that in a single launch could put 60 missiles into space, which means Gryphon's and maybe Sphinx class and that's it, maybe one of the Andermani SD's could we never got a detailed count of how many their "missile heavy" design had for tubes.
Relax wrote:Who cares if your missiles are floating out behind? Your point on the speed of light not working behind your ship, but only in the direction you wish to fire is laughably absurd. The only information said missiles need is a coordinate. That is all. So, no, your penaid efficiency has zilch to do with a string bean.
And you should care about missiles being strong along. You're accelerating at 500 gravities, and if you release one missile per tube every 12 seconds, how far are your missiles strung along? I don't have a handy spreadsheet for this, so if my math is wrong please forgive, but it looks to be around every 416m you'd be leaving a missile? Can someone confirm that number?
And that's still assuming that floating your missiles out doesn't get them vaporized by your own wedge as you keep accelerating. Unless you're accelerating 180 degrees AWAY from your intended target, and you're only dropping missiles for a short time, you can no longer guarantee getting 100% of your SDMs to even reach attack range with time left for terminal maneuvers or deceptive attack runs.
Now if we're talking just kicking MDM's out of the tubes, you're completely right, stringing them along as fast as you can cycle your tubes won't matter to something with anywhere from two to four full drive packages. You can use multiple drives to get them all accelerating into a group, then go ballistic and reserve final drives for their terminals.