Loren Pechtel wrote:The missile has kinetic energy similar to it's rest mass. That makes collisions the equivalent of low-speed collisions with antimatter, except all the boom is directed inwards.
Actually, at 0.8c, the Lorentz factor reaches 25 = 1 / (1-0.8²). So the relativistic mass of the missile is 25x its rest mass.
But every energy release is equivalent to some antimatter annihilation event with a given amount of antimatter. All you need to do is calculate how much antimatter that would be, if you can find out what the energy release is. The latter is the difficulty: a collision is not equivalent to a conversion of all matter to energy.
My point is: bringing up antimatter here is highly misleading. It could be equivalent to the energy release of a few picograms of antimatter annihilating matter, for all we know.
But these days it doesn't fire every .125s, all of those 16 shots will have been expended before the missiles reached standoff range, there will be none left if a missile doesn't fire at standoff range. Figuring one shot per .125s made sense in the old days where the lasers got multiple shots at each missile, it doesn't apply to MDMs.
If you're thinking about firing against SLN or worse-quality ships, you don't need to ram in the first place. The bomb-pumped grasers will take care of the ship.
If you're thinking about ships that can defend themselves successfully against the missile swarm, like the RHN or Manticore's own ships, then you have to assume that the PDLCs can fire. The PDLC doesn't need to expend all of its shots when the missiles are still too far: good defence software will fire only when it thinks it can hit, so the PDLCs could have plenty of shots left. And 2 seconds "reload" time means the missiles are still a whopping 480,000 km away, which is outside the PDLC basket (about 200 Mm). So if the PDLCs start firing at 200 Mm, the missiles only have 833 ms left before either firing, ramming, or going past the ship. That's less than 7 shots from the PDLC.
And one more thing: a missile can also go past the ship, reorient, and fire backwards.
It could still fire if the solution starts to degrade. However, it's got a booster far superior to the ship, it can match any maneuver other than rolling.
Well, any rotation, not just rolling. The missiles don't need to be coming all in the same plane, so even pitching could make some missiles lose their firing solutions.
The missile's brain needs to decide the moment for best shot. Every microsecond it waits to see if the firing solution will get any better is a microsecond it could get worse or the missile could be intercepted. It's like trying to sell a stock that is going up (or buy one that is going down): how do you know it's hit peak (valley)? I'll grant you that this is actually easier than the stock market, because most of the variables are known to the missiles: with sufficient computing power, they can determine if the PDLCs can still fire or if any CM has a chance of blocking the shot. The problem is that the missiles have about 0.4 seconds to make all of these decisions and there's a lot of imprecision in what the sensors are feeding them.
GA missiles are deadly because they do all of that. Not only the brute force of having a very heavy warhead, but they have sufficient computing power and advanced algorithms to make those decisions on the fly.
I just don't think the algorithms include ramming, at least not for the shipkillers. As mentioned above, against low-quality opponents they don't need it; against high-quality ones they can't afford to try.