Couple issues.TheMadPenguin wrote:Exploring a (probable) hostile WH:
Bolt/tractor two ships together at right angles.
One raises sails and enters/exits the WH. (tugs can help get there and get aligned for entry). The two ships then appear on the other end of the WH. The Sail ship will experience a time penalty before it can either raise wedges, or return through the WH on the anti-vector. That's why the second ship is tractored/bolted to the first.
The second ship has hot nodes configured for wedge, but wedge OFF. Upon arrival, the second ship enters hyperspace, taking the first ship with it.
If the entry into hyperspapace is an entry into a GravWave, the first ship is still under sail, and the second (tractored) ship does not have a wedge up, just the hyper engine jumping into the alpha band. If not in a wave, the fist ship can activate forward nodes and 1/2-speed wedge away from the WH until the two ships are separated and configured for wedge.
Weaponry (in case the LZ is hot): Each Graser is swapped out for EMI/Lorelei/Mistletoe/keyhole emitters. Each missile tube is loaded with counter-missile canisters. Both ships have tractored LACs configured for EMI/CM duty. Upon exit from WH, both ships drop LACS and FIRE EVERYTYHING. That should give time for the second ship to enter hyper. Now we know what's at the other end, and we've survived it. We can hyper a LY in some random direction, drop back to nspace, and figure out where we are.
If the LZ was in fact hot, we lost the LACs, but were going to lose them anyhow. If not, we go back and pick them up. Thes LACs could be robotic, like a Keyhole II is.
Now ... if the WH opens inside a star, or in close proximity to a star, we're still screwed.
[edit - can't believe I forgot the biggest issue. The terminus has its own hyper limit and you CANNOT enter or leave hyper while you're within it]
One - IIRC RFC said powered up hyper generators interfere with each other. But even if I misremembered that it takes a couple minutes for a fully charged and ready hyper generator to actually transition into hyper from the moment you hit the 'go' button. So your pair of ships is sitting nearly unprotected for a couple of minutes exposed to all the defensive fire the enemy can muster up - that's barely any quicker than they could run down the exit lane to the point they could switch away from sails.
Also counter missile clusters (and CMs in general) are useless because CMs die the instant their wedge comes online. And if you try to coast them to the end of the grav interference first a) you're dead before they'd reach it and b) they'd be destroyed by the grav eddies before they made it that far anyway.
For that matter I'm not sure the sails on the first ship are enough to keep an attached ship safe - sails have to be placed in very specific locations relative to the ship's length and beam (causing the 'pinch' behind the hammerheads) in order to work. Having another entire ship hanging off of that is likely exposing it to grav eddies that the sails can do nothing about.
Tractored LACS have the same issue. They're probably not protected while attached and certainly wouldn't be if they detached to free up their PDLCs. Keyhole also can't survive the grav forces while deployed whether free flying or tractored mode (though at least it's protected from grav issues while in its semi-recessed docking bay)
The exit of a wormhole is basically a short grav wave in normal space. Nothing without at least one active sail can survive being there (and anything with a wedge is destroyed even faster) - even before you worry about enemy fire.
And posters here have spent ream of posts over the last 5 or so years trying to figure out a way to get a scout successful through a defended wormhole - all with no luck. (Couriers inside SD(P)s, mass transits of mostly unmanned units, etc. etc. RFC shot all of the mdown)