Re: Missiles in Battle Rider - gamebreaker?

Part of thread: Missiles in Battle Rider - gamebreaker? · 0 replies ↳ In reply to Re: Missiles in Battle Rider - gamebreaker? — Todd Kes
Interesting Todd, thanks
Missile guidance ... sounds like the Nike series for the earlier guidance
or the HAWK (Homing All the Way Killer) which with its large warhead made
up for any lack of accuracy with a large kill zone of about 400m IIRC.
RE: lasers ... for Traveller you have to mind the fuel I think, RL for the
Boeing Airborne Laser (now defunct) but smaller systems I think get away
with whatever the vehicle/vessel is using.
Tim

On Fri, Dec 29, 2017 at 9:30 PM, Todd Kes
[Traveller_TNE] <> wrote:

>
>
> (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
>
>