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Re: ?
Post by ThinksMarkedly   » Wed Apr 29, 2020 5:59 pm

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Joat42 wrote:
Jonathan_S wrote:And you don't need compensators at all. Without one your acceleration would be quite low by starship standards, no more than 50 gees (unless you've got the MAlign's super gra plates, in which case 150 gees). But if you keep to that low acceleration you should even be able to sail grav waves without a compensator. (You lose the acceleration advantage of doing so, but sails would still give you free energy)

Don't you need nodes to project the sails? Which implies you also can project a wedge, which means you probably also have installed a compensator anyway - because why not?


Mass penalty. Presumably, the number of nodes is proportional to the size of the ship, so installing nodes on the ship means it's dedicating some mass and volume to the nodes. But could the MAlign have something like Star Trek's warp cradles (think of Spock arriving in Star Trek: The Motion Picture)? Detach the node rings for in-system operation so as to lower your mass and make the spider drive more efficient.

This has horrible combat results, though. It means getting back to the spot where you dropped them, which could be a couple of light-months away. It also means you have a destination to get to. So maybe the mass penalty is a necessary evil.

As for compensators, it might be that their contribution is marginal at 12 million tons, so you may as well not have them.

The point is that a warship with such a low acceleration can't survive very long in a battle. A spider-ship is only effective when it's not detected, but as soon as it's located it'll soon be just debris drifting through space - which is why I find it preposterous that they would design a warship without a wedge and a compensator which certainly will be needed during active operations.


Your analysis is correct, but ultimately I don't think having a wedge would help. If the ship is as big as it is reported to be, even with a wedge, it would be as fast as a laden freighter, if not worse. We don't know if it can operate the spider at the same time as the impellers. And once that wedge is active, the defenders can't help but see it very well. With 300 to 500 gravities advantage and throwing DDMs or better, they can keep the range at exactly where they want it for optimum firing.

If we go with the second use, the whole fleet train would be extremely slow due to the LD's poor acceleration plus the LD's would be relegated to the role of shoot and scoot - somewhat like mobile artillery supporting traditional units.


With that much volume, can't the LDs be the fleet train?

I may be wrong, but that only means that rfc has cooked up some extraordinary handwavium to make the spider-ships work in a practical way that's sustainable - as it stands right now they are essentially just one-trick ponies.


Indeed. There has to be something else he hasn't told us yet.
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Re: ?
Post by tlb   » Wed Apr 29, 2020 6:11 pm

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ThinksMarkedly wrote:But could the MAlign have something like Star Trek's warp cradles (think of Spock arriving in Star Trek: The Motion Picture)? Detach the node rings for in-system operation so as to lower your mass and make the spider drive more efficient.

This has horrible combat results, though. It means getting back to the spot where you dropped them, which could be a couple of light-months away. It also means you have a destination to get to. So maybe the mass penalty is a necessary evil.

RFC discussed this possibility in the Pearls under the topic FTL LAC's:
In addition to these purely technical considerations, I would think that the RMN would reject a "sleeve" approach because of the tactical dangers it would represent. Bear in mind that I have not read all the posts on this topic, so someone may have come up with a clever suggestion I don't know about, but the greatest weakness of the entire system would seem to me to be that having come out of hyper and undocked from one's sleeves, one has to leave those sleeves somewhere. If, in fact, the enemy doesn't know when you arrived, or where you went, or where you dropped them off, they should at least still be where you left them when you need them. If the enemy does have the least notion where you came out of hyper and he has any mobile forces in the area, they will simply lie there like a hole in space until your Shrikes are way far in-system, then amble over and, with leisurely, unopposed precision fire, reduce your sleeves to drifting wreckage, thus effectively marooning your LACs in the system in question. Even if they only have forces out beyond the hyper limit, they can be told--even with light-speed communications--where to look for your sleeves if you were spotted by a sensor platform in passing or any of several other things which could give away your general arrival locus. At that point, Mr. Peep pops into hyper, comes out right at the hyper limit behind your LACs (which are now too far away to intervene) goes active with his radar, locates the sleeves, and wipes them from the face of the universe. Any Admiralty is going to have very serious qualms about any system this vulnerable to destruction even if it decides that the enemy will find them only by a fluke. Flukes, after all, happen in warfare, and if this one occurs, the consequences will be the total loss of your scouting force. Your LACs might try coming in from extreme distance to minimize the chance that their hyper footprints will be detected. This would allow them to undock from their sleeves at any point along their approach course they wish. But they could still be detected incoming, and the enemy could still use units out-system of them to move in along the hyper limit and wait for them. All the interceptors would have to do would be to reach a point on the periphery of the hyper limit at which the LACs will cross, then camp there and wait for the LACs to enter engagement range. Admittedly, they could also do this to a hyper-capable DD, but the difference is that if the DD spotted them (and I, for one, would be using lots of recon drones to watch for lurking cruisers), the DD could alter course short of interception, cross the hyper limit elsewhere, and be off and away into hyper space immediately without having to figure out how to reach the waiting sleeves (now quite possibly on the far side of a hostile force which is hyper-capable and therefore able to attempt micro-jumps to intercept LACs someone else entirely may be tracking for them).

Even if the initial location of your sleeves is not known to the enemy, your LACs will have to withdraw to rendezvous with them before they can leave for home. That means they have to backtrack the way they came. An astute enemy CO will realize this and do his damnedest to track/intercept your LACs on the way back. He may have only a 10% or 15% chance of pulling this off, but if he pulls it off at all, at least some of his units are very likely to beat you to the sleeves (assuming that you have come in past his outermost units to scout and are now forced to decelerate back towards them). If they do, they wipe them out, and you're stuck. Even if he doesn't manage to do that, he'll be given a chance to intercept and engage your guys as they pass by. A ship with its own, integral hyper capability, OTH, doesn't have to backtrack. It can blow on out of the inner system on whatever vector looks best to it, and it can hyper out the instant it crosses the hyper limit (assuming its velocity is no greater than .3 cee at the time), with no need to rendezvous, dock, bring the alpha nodes on line from a cold start. etc.

Rather than adopt some complicated, tactically dangerous two-part system for a Shrike, the RMN is far more likely to go for a new-build DD which may be smaller than current DDs, thus bringing platform costs down even closer to the cumulative cost of a "sleeved" Shrike, and give it some "Shrike-like" characteristics. With the new missiles, for example, they may (may, I say!) decide to delete the conventional chase armament, move the missile tubes around to the broadside, and put a really powerful spinal mount in place of both the chase tubes and the present chase energy weapons. They may very well also add a bow wall, which would permit the DD to pull a Shrike-style "strafing attack" on larger, heavier ships. They may be able to incoporate Beta2 nodes into the design, to free up more internal space for other nasty tricks, and I'm sure they would include upgraded EW capabilities. But they will also give it integral hyper capability, and they will continue to visualize it as a generalist and not a specialist.
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Re: ?
Post by Joat42   » Wed Apr 29, 2020 6:15 pm

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tlb wrote:
Joat42 wrote:Don't you need nodes to project the sails? Which implies you also can project a wedge, which means you probably also have installed a compensator anyway - because why not?

The point is that a warship with such a low acceleration can't survive very long in a battle. A spider-ship is only effective when it's not detected, but as soon as it's located it'll soon be just debris drifting through space - which is why I find it preposterous that they would design a warship without a wedge and a compensator which certainly will be needed during active operations.

You are confusing things; there are two separate types of nodes: the Beta nodes are used to project the wedge (and sidewalls?), while the Alpha nodes project the sails for use in hyperspace. To have the two sails to take best advantage of hyperspace you need two Alpha rigs, one at the bow and the other at the stern. Unlike the Beta nodes, they do not impose any other shape requirement on the hull.

You are totally correct about the disadvantages imposed by the lack of Beta nodes; the Malign has designed a ship whose only advantage is stealth; which is why it is being compared to a WW2 submarine.

AFAIK, the main difference between alpha- and beta-nodes is that alpha nodes can project either sails or wedges.

---
Jack of all trades and destructive tinkerer.


Anyone who have simple solutions for complex problems is a fool.
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Re: ?
Post by tlb   » Wed Apr 29, 2020 6:58 pm

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Joat42 wrote:AFAIK, the main difference between alpha- and beta-nodes is that alpha nodes can project either sails or wedges.

You are correct, I have now found this in the Pearls:
The impeller rings of any military starship mount a total of 24 nodes: 8 alpha nodes and 16 beta nodes. The alpha nodes are mounted at 0, 45, 90, 135, 180, 225, 270, and 315 degrees. The beta nodes are mounted every 15 degrees between the alpha nodes. In terms of size, an alpha node is about three times as large and massive as a beta node; in terms of the generator support required, the difference is more like six times as great, but a beta node provides about half as much power to a standard impeller wedge as an alpha node does. Thus each alpha node provides about 6.25% of a wedge's full power and each beta node provides about 3.13%, so that the alphas and betas as groups each provide 50% of the whole. (Actually, those values are halved for the full power of the wedge, since both impeller rings combine in a full-strength wedge.) The 8 alpha nodes, however, suck up as much mass as 48 beta nodes would, which is the reason beta nodes are used. It is the alpha nodes which contain the Warshawski sail components, though, and a ship cannot generate a Warshawski sail without at least 8 of them. It is possible to run a node at greater than 100% of rated capacity under emergency conditions in order to get back some of the power lost when other nodes are knocked out by combat damage, but this is a risky procedure and not one to be undertaken lightly. Freighters may sometimes carry fewer beta nodes, or even none at all. It is extremely uncommon for a ship to mount no beta nodes, but it is not unheard of, either, since cargo carriers seldom carry the inertial compensators to permit them to make full use of a "full powered" wedge, anyway.

Obviously, the big difference(s) between LACs and hyper-capable ships is that the former do not have Warshawski sails (or alpha nodes) and hyper generators. Omitting these two items allows a tremendous savings in internal volume which can then be used for other things, like additional weapons. In addition, the usual LAC has a crew of no more than 16-25 men and women and vastly lower life support requirements than even a destroyer with a company of 300-350, much less a ship like Nike with a company of over 2,100.

As you said, we will have to see the LD in action in an upcoming book to know how they are meant to be used. The only thing that we are certain is that the LD class was originally intended to carry out Oyster Bay, a stealth operation.
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Re: ?
Post by Galactic Sapper   » Wed Apr 29, 2020 7:13 pm

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Trimmed quotes.

tlb wrote:
Joat42 wrote:Don't you need nodes to project the sails? Which implies you also can project a wedge, which means you probably also have installed a compensator anyway - because why not?

You are confusing things; there are two separate types of nodes: the Beta nodes are used to project the wedge (and sidewalls?), while the Alpha nodes project the sails for use in hyperspace. To have the two sails to take best advantage of hyperspace you need two Alpha rigs, one at the bow and the other at the stern. Unlike the Beta nodes, they do not impose any other shape requirement on the hull.


ThinksMarkedly wrote:Mass penalty. Presumably, the number of nodes is proportional to the size of the ship, so installing nodes on the ship means it's dedicating some mass and volume to the nodes.


Up to the development of the Beta Squared node, an impeller ring required 24 nodes independent of size. An LAC's nodes may have been the size of your torso while an SD's nodes were the size of a small house, but you needed 24 to make a full ring and generate a wedge. Warships had a full ring at both ends to make the 2 layer wedge.

An LAC would have all nodes as beta nodes, which are only capable of generating the wedge. The down side is that beta nodes are weaker than alpha nodes, so traditional LACs were underpowered compared to full starships with alpha as well as beta nodes. The up side was that beta nodes are considerably smaller than alpha nodes, so more tonnage could be put to better uses.

Hyper capable starships would have rings consisting of 8 alpha nodes and 16 beta nodes, giving them much more powerful wedges as well as the ability to configure to sails. When the sails are formed, the beta nodes power down. Neither type of node has anything to do with generating sidewalls, that's a separate generator.

For "reasons" I assume to be entirely plot related, ships are not built with redundant alpha nodes to prevent a single unlucky hit from destroying the ability to make a sail. You need all 8 alpha nodes of both rings to safely form sails; sailing with one sail not survivable. Perhaps it's the mass penalty, since you'd need 16 alpha nodes per ring to be sure to form a symmetric sail with the loss of a single alpha node and alpha nodes are substantially larger than beta nodes (3 times, I think? Not sure there). The nodes are spaced symmetrically around the hull in repeating Alpha Beta Beta, Alpha Beta Beta, repeat, pattern.

Alpha nodes alone are not capable of forming a wedge that we know of, and if they were you'd need all 24 of them to form one ring. So it's possible an LD could have a ring of 8 alpha nodes at each end capable of stabilizing the ship in a grav wave for hyper transits and allowing the ship to transit wormhole junctions without having the supporting beta nodes to allow them to make a wedge.

The introduction of the beta squared node changed a lot of that. LACs only need 8 nodes per ring to form a wedge, and I believe hyper capable ships had 16, 8 each alpha and beta squared. The beta squared nodes were not quite double the size of a standard beta and still smaller than an alpha, so all ship types benefited from having less tonnage in drive equipment but LACs benefited the most of all. Again this begs the question of why not build starships with 16 alpha nodes and no beta squared nodes at all, but presumably alpha nodes aren't capable of projecting a wedge the way a beta squared node is while maintaining the ability to project a sail. Well, give it time. The crazy pair of ladies out at Bolthole might do something about that in the next few years.

Edit: I got scooped while writing this but decided it added enough to be posted anyway. Even if I was a bit off in a couple places.
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Re: ?
Post by ThinksMarkedly   » Thu Apr 30, 2020 12:01 am

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Galactic Sapper wrote:For "reasons" I assume to be entirely plot related, ships are not built with redundant alpha nodes to prevent a single unlucky hit from destroying the ability to make a sail. You need all 8 alpha nodes of both rings to safely form sails; sailing with one sail not survivable. Perhaps it's the mass penalty, since you'd need 16 alpha nodes per ring to be sure to form a symmetric sail with the loss of a single alpha node and alpha nodes are substantially larger than beta nodes (3 times, I think? Not sure there). The nodes are spaced symmetrically around the hull in repeating Alpha Beta Beta, Alpha Beta Beta, repeat, pattern.


They probably carry a couple of spares in the cargo hold, so the ship can effect repairs. The problem under combat situations is the time it takes to do that, which probably includes a sustained period of powering down the entire ring. At best, you could keep the other ring on, but that would still leave you at half acceleration.

Making a secondary 8-node ring sounds nice, but if you lose one in each ring, you're still screwed.
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Re: ?
Post by Loren Pechtel   » Thu Apr 30, 2020 12:10 am

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Galactic Sapper wrote:For "reasons" I assume to be entirely plot related, ships are not built with redundant alpha nodes to prevent a single unlucky hit from destroying the ability to make a sail. You need all 8 alpha nodes of both rings to safely form sails; sailing with one sail not survivable. Perhaps it's the mass penalty, since you'd need 16 alpha nodes per ring to be sure to form a symmetric sail with the loss of a single alpha node and alpha nodes are substantially larger than beta nodes (3 times, I think? Not sure there). The nodes are spaced symmetrically around the hull in repeating Alpha Beta Beta, Alpha Beta Beta, repeat, pattern.


Disagree--it's not just for plot reasons. The spares would be powered down and we have seen that powered down nodes in the vicinity of an active drive get at a minimum knocked out of tune. However, there might be a reason to revisit this--whatever technology allows an MDM to survive might be able to protect spare nodes, also.

However, I don't think you need it anyway. What about a ring of 24 alpha nodes? You can lose any two and still have a symmetric ring of 8 (albeit at the cost of frying the others) if you have to jump with damage.
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Re: ?
Post by Galactic Sapper   » Thu Apr 30, 2020 6:33 am

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ThinksMarkedly wrote:
Galactic Sapper wrote:For "reasons" I assume to be entirely plot related, ships are not built with redundant alpha nodes to prevent a single unlucky hit from destroying the ability to make a sail. You need all 8 alpha nodes of both rings to safely form sails; sailing with one sail not survivable. Perhaps it's the mass penalty, since you'd need 16 alpha nodes per ring to be sure to form a symmetric sail with the loss of a single alpha node and alpha nodes are substantially larger than beta nodes (3 times, I think? Not sure there). The nodes are spaced symmetrically around the hull in repeating Alpha Beta Beta, Alpha Beta Beta, repeat, pattern.


They probably carry a couple of spares in the cargo hold, so the ship can effect repairs. The problem under combat situations is the time it takes to do that, which probably includes a sustained period of powering down the entire ring. At best, you could keep the other ring on, but that would still leave you at half acceleration.

Making a secondary 8-node ring sounds nice, but if you lose one in each ring, you're still screwed.

Replacing a node is a shipyard job, nor do they carry spares. We see this in HotQ in a discussion on whether they can fit a cannibalized merchant ship alpha node onto Troubador to send it back to Manticore rather than Apollo.
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Re: ?
Post by Galactic Sapper   » Thu Apr 30, 2020 6:41 am

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Loren Pechtel wrote:
Galactic Sapper wrote:For "reasons" I assume to be entirely plot related, ships are not built with redundant alpha nodes to prevent a single unlucky hit from destroying the ability to make a sail. You need all 8 alpha nodes of both rings to safely form sails; sailing with one sail not survivable. Perhaps it's the mass penalty, since you'd need 16 alpha nodes per ring to be sure to form a symmetric sail with the loss of a single alpha node and alpha nodes are substantially larger than beta nodes (3 times, I think? Not sure there). The nodes are spaced symmetrically around the hull in repeating Alpha Beta Beta, Alpha Beta Beta, repeat, pattern.


Disagree--it's not just for plot reasons. The spares would be powered down and we have seen that powered down nodes in the vicinity of an active drive get at a minimum knocked out of tune. However, there might be a reason to revisit this--whatever technology allows an MDM to survive might be able to protect spare nodes, also.

However, I don't think you need it anyway. What about a ring of 24 alpha nodes? You can lose any two and still have a symmetric ring of 8 (albeit at the cost of frying the others) if you have to jump with damage.

The 16 or 24 alpha node ring was what I meant by "spares", not literally having a spare ring. Nor does firing up the sail damage the beta nodes that are turned off when the sail is formed, so extra alpha nodes should be safe as well.

Further, we've seen a few times where beta nodes are taken out of a ring to reduce the power of the wedge in order to more effectively mimic a merchant ship wedge. Shipboard nodes do not seem to have the same interference problem that missile nodes do, or at least not to the same extent. Either the further spacing between them matters or maybe the beta nodes are partially powered in a "neutral" setting that keeps them in tune with the ring without adding any power? AFAIK we've never seen anything definitive on that.
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Re: ?
Post by ThinksMarkedly   » Thu Apr 30, 2020 10:42 am

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Galactic Sapper wrote:Further, we've seen a few times where beta nodes are taken out of a ring to reduce the power of the wedge in order to more effectively mimic a merchant ship wedge. Shipboard nodes do not seem to have the same interference problem that missile nodes do, or at least not to the same extent. Either the further spacing between them matters or maybe the beta nodes are partially powered in a "neutral" setting that keeps them in tune with the ring without adding any power? AFAIK we've never seen anything definitive on that.


They also last far more than 3 minutes, so they're clearly different.
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