TheMadPenguin wrote:Trade the "Hammer Head" ends for "Hammer Head Shark" ends, with the head "wings" between the wedge layers. Thereon are mounted various sensors & missile control links, the usual, PLUS a turret or three (middle & both ends), on larger ships mount said turrets top and bottom of the head. In these turrets? Our (formerly) side-mounted Grasers. Said turrets have 180+ degrees of view on the "wing" ends, and 270 for the center. Cross my T at Energy range, I dare you.
Actually, no, they don't, because most angles are blocked by the wedge itself. There's no sense in mounting a turret that points downwards or upwards from the ship, since it can only fire at the wedge roof or floor. I'm having trouble finding the official numbers, but the throat is something like 110 km tall, on a wedge length of 190 km. That means the angle from the ship that doesn't isn't blocked by the wedge is atan(55/95) = 0.52 rad ≃ 30° up or down. This is of course much worse facing backwards, as the kilt is only 40 km tall. So the best place to mount the turret would be facing forwards in the fore aspect (afterwards in the after aspect), not upwards or downwards.
Second, if someone got to energy range to you, something has seriously gone wrong already. Note how not single battle in the last 7 T-years in-universe have been done with energy mounts. The trend has been to reduce the number of heavy energy mounts in favour of missile launchers and point defence.
Side mounts are missile pods on tracks, and LAC ports.
Wayfarer had tracks with pods thereon, a cobbled afterthought modification to a freighter. This designed-in track is oval, going side to side, with pods side-to-side, with drive motors to bring a loaded pod to bear when the previous pod has fired. The now-empty pod can be reloaded as it shifts from one side to the other. When the pod arrives at the other side, it's ready to fire again. How many pods are on this track varies with ship diameter and pod size. How many tracks of pods varies with the length of the ship, and the size of the pod.
What are you trying to solve with this? Ships can fire 180° off-bore, so the broadside not facing the enemy can still fire. What's the point in shuttling missiles from one side to the other?
And how do you account for the point defence and sensors, while those pods are going around, plus the space for their tracks?
The LAC ports house (you guessed it) LACs. Two types: Missile Control LACs (MCL) and LAC Defense LACs (LDL). LACs deploy as soon as you know there's a fight coming, they need to be within missile control range of the targets (this is a poor man's Apollo). Broadsides of missiles go where the firing ship tells them to go, until the MCLs can take over to get them to target. Said MCLs are high-priority targets, thus the need for LDLs.
Interesting idea. I've seen the same discussed by using Ghost Rider to extend range, instead of the Mk23E.
But do LACs, even dedicated ones, have enough computing power to control hundreds of shipkiller missiles in a salvo and accurately target the enemy ships? They obviously can't be within 1 million km of the enemy, otherwise the enemy will simply blast them with energy mounts (or even counter missiles). A LAC that lights up active sensors will be targeted by the enemy at any distance, especially if it's helping the shipkillers. It may be too late for the first salvo, but any enemy survivors will have a lock on the LACs.
Since the pods are within the sidewalls, proximity-kill is not a worry; we skip the "rolling the pods" time; we launch when the MCLs and LDLs are in position. A SMALL amount of AI lets the first missiles take a more circuitous path to the target, later launches take a more direct path, and all the missiles arrive together. This is done today with artillery (Fire high-angle, then increasingly lower angles with a smaller powder charges); the Archer gun system with 1 barrel can put 6 rounds on the target simultaneously. We can do that with missiles.
I think that if this was doable in the Honorverse, it would have been done. It's not difficult at all to increase your range by taking a deeper parabolic course so that it takes an extra 20 seconds to reach the target, making a time-on-target attack possible. My guess is that this isn't done because of the issue of control links discussed up-thread: why you can control 5 salvos, but not one salvo 5x bigger. The theory there is that the salvo arriving demands dedicated resources, while all the trailing ones are only in "ping" mode or something.
That said, this strategy would allow for one ship to control its saturation salvo without missiles from its brethren, if loitering missiles is not possible. If loitering is pososible, there's no point in taking longer routes: just have all the missiles wait to activate their wedges until the maximum saturation is ready to go.
MCL/LDL teams can be scattered around the system (pre-positioned) for pirate interdiction. The MDM coast-phase can be days long, if we build them that way. MCL/LDL teams can lie doggo if they are close enough to the pirate, and can stealth-creep a-la Hancock Station. 1g acceleration will get you there. Maybe even this week.
You don't need any of that against pirates. Simple CL without LACs would be enough to beat most pirates. You don't need this ship of yours with the mass of a BC to fight pirates, as you could just use a BC, a pair of CAs or a quartet of CLs.
MDM coast phases don't need to be days long. At the end of the first stage, the missile is moving at 0.27c, so it will cross from one end of the hyperlimit to the other in 162 minutes.