(Note: My replies are before the quoted messages)
Check out the RIM-116 missile system, essentially CIWS with mini-missiles instead of bullets.
https://en.wikipedia.org/wiki/RIM-116_Rolling_Airframe_Missile
For laser, the nice part is that you only need one fuel supply (the ship's fuel), so the quartermaster has less to keep track of vs counting out how many missiles are in storage for reloading. After that, it is a trade-off of which has more issues with weight above the waterline (laser vs missile platform), and how efficient the laser in shots per kilo of fuel, vs mass of missiles.
--------------------------------------------
On Fri, 12/29/17, 'ret7army .' [Traveller_TNE] <> wrote:
Subject: Re: [Traveller_TNE] Missiles in Battle Rider - gamebreaker?
To:
Date: Friday, December 29, 2017, 7:56 PM
actually it was guns ala WWII, then missiles til CWIS and still missiles ... if there's an
improvement in the missiles, however, I'd not be surprised, but the new dog on the block is laser.
[/QUOTE]
One idea for missile guidance would be using a tracking radar directly on the target, so missiles can detect which way they should be heading and turn in that direction. Based on distance and direction of the pulse (plus any computer data in the pulse) the missile knows which way the target is moving relative to itself, and can recalculate if it is going to hit (i.e. the player choosing to reactivate the missile). They could also use a modification of the Patriot missile guidance when active. IIRC the Patriot system sends a radar pulse from the launcher station to the target, that the missile receives. The missile then sends a radar pulse, that reflects off the target, and the ground station receives. This allows the missile to be more accurate the closer it is to the target, instead of ground-guided missiles getting less accurate due to longer steering signal times from the launcher to the missile. (Old version is radar pulse from ground launcher to target and missile, then back to launcher. Steering signal is then sent to the missile for course corrections.)
--------------------------------------------
On Fri, 12/29/17, 'ret7army .' [Traveller_TNE] <> wrote:
Subject: Re: [Traveller_TNE] Missiles in Battle Rider - gamebreaker?
To:
Date: Friday, December 29, 2017, 8:13 PM
Third:
How are the missiles powered? Chemical rockets are spotted via passive IR that looks for their peculiar signature ... in
Iraq/Afghanistan these have admittedly produced a number of false launches and had their helos pumping out flares
unnecessarily, but there are a number of cases where they worked as designed. Other drive systems would similarly be
identifiable once the missiles get moving, especially as they close on their target under power. Turning the
missile drives off, and then on again after they're closer would be much more problematic for the defender. On
the other hand if you turn the drives off, and the defender adjusts course then they'll likely miss unless turned on
again. A preprogrammed maneuver would be defeated, and require comms to be established with the missile to alter
it, assuming that's allowable and, of course, said communication along with the start up of the drives would be
identifiable.
[/QUOTE]
Todd Kes
Check out the RIM-116 missile system, essentially CIWS with mini-missiles instead of bullets.
https://en.wikipedia.org/wiki/RIM-116_Rolling_Airframe_Missile
For laser, the nice part is that you only need one fuel supply (the ship's fuel), so the quartermaster has less to keep track of vs counting out how many missiles are in storage for reloading. After that, it is a trade-off of which has more issues with weight above the waterline (laser vs missile platform), and how efficient the laser in shots per kilo of fuel, vs mass of missiles.
--------------------------------------------
On Fri, 12/29/17, 'ret7army .' [Traveller_TNE] <> wrote:
Subject: Re: [Traveller_TNE] Missiles in Battle Rider - gamebreaker?
To:
Date: Friday, December 29, 2017, 7:56 PM
actually it was guns ala WWII, then missiles til CWIS and still missiles ... if there's an
improvement in the missiles, however, I'd not be surprised, but the new dog on the block is laser.
[/QUOTE]
One idea for missile guidance would be using a tracking radar directly on the target, so missiles can detect which way they should be heading and turn in that direction. Based on distance and direction of the pulse (plus any computer data in the pulse) the missile knows which way the target is moving relative to itself, and can recalculate if it is going to hit (i.e. the player choosing to reactivate the missile). They could also use a modification of the Patriot missile guidance when active. IIRC the Patriot system sends a radar pulse from the launcher station to the target, that the missile receives. The missile then sends a radar pulse, that reflects off the target, and the ground station receives. This allows the missile to be more accurate the closer it is to the target, instead of ground-guided missiles getting less accurate due to longer steering signal times from the launcher to the missile. (Old version is radar pulse from ground launcher to target and missile, then back to launcher. Steering signal is then sent to the missile for course corrections.)
--------------------------------------------
On Fri, 12/29/17, 'ret7army .' [Traveller_TNE] <> wrote:
Subject: Re: [Traveller_TNE] Missiles in Battle Rider - gamebreaker?
To:
Date: Friday, December 29, 2017, 8:13 PM
Third:
How are the missiles powered? Chemical rockets are spotted via passive IR that looks for their peculiar signature ... in
Iraq/Afghanistan these have admittedly produced a number of false launches and had their helos pumping out flares
unnecessarily, but there are a number of cases where they worked as designed. Other drive systems would similarly be
identifiable once the missiles get moving, especially as they close on their target under power. Turning the
missile drives off, and then on again after they're closer would be much more problematic for the defender. On
the other hand if you turn the drives off, and the defender adjusts course then they'll likely miss unless turned on
again. A preprogrammed maneuver would be defeated, and require comms to be established with the missile to alter
it, assuming that's allowable and, of course, said communication along with the start up of the drives would be
identifiable.
[/QUOTE]
Todd Kes