Re: KKM experiment

Part of thread: Re: KKM experiment · 1 reply ↳ In reply to Re: KKM experiment — DEREK STANLEY Re: KKM experiment — John Potter


I should note that the missile I designed was not the standard 7m cu
version that all TNE standard missile turrets use. it was 1/3 that size so
its conceivable I could put more engine on it to increase its G rating
which in turn would make it faster but at most I feel I could only get it
to 1 combat band (30k) per combat turn (30 min) which equates to 10km per
min.

However I will have to tinker with the numbers to see how that falls out.

On Tue, Jun 26, 2012 at 9:32 AM, DEREK STANLEY <> wrote:

> **
>
>
> That was something I created, might be on the BARD site. My basic premise
> was something small and passive that you stuck in orbit to sit and wait.
> Because you didn't have to worry about the rounds burning up in atmo you
> could go with some silly velocities in the rounds.
>
> Vengeance Platform rings a bell, it was kind of the Solomani version of
> unlimited submarine warfare.
>
> Derek Stanley
> Sent from my iPhone...
>
> On 2012-06-26, at 9:20, Charles Popp <> wrote:
>
>
>
> I know it is not TNE but in another book I read of one of the Navys
> setting up satellite/mine that was basically a MD that was activated by
> passive sensors and began chucking rocks at unfriendlies.
>
>
> ------------------------------
> *From:* Antony Farrell <>
> *To:*
> *Sent:* Tue, June 26, 2012 11:13:25 AM
> *Subject:* RE: [Traveller_TNE] KKM experiment
>
>
>
> In TNE combat if you want �slow� weapons, mass drivers, kk missiles to be
> effective you may need to change the scale.
>
> First change combat rounds to something like 3 minutes which will reduce
> hex sizes too.
>
> Second dump gravitic focussing for lasers to bring their ranges down.
>
> Linked to this you need to adjust the ranges of PAs an meson guns to match.
>
>
>
> At this point things like Mass Drivers and possibly your plasma and fusion
> weapons become useable in space combat again. Havn�t worked it out but how
> far would your 26G missile travel in 3 minutes and what would be its impact
> energy?
>
>
>
> Antony
>
>
>
> *From:* [
> ] *On Behalf Of *John Potter
> *Sent:* Wednesday, 27 June 2012 12:00 AM
> *To:*
> *Subject:* Re: [Traveller_TNE] KKM experiment
>
>
>
>
>
>
>
>
> So having done the math it would appear there isn't much hope for a KKM to
> be effective in TNE's abstract combat system. The ranges are just to great
> and HEPlaR simply can't get you to your target fast enough to
> be meaningful.
>
>
>
> I should note however given the weapons simply 'slug with a motor' in
> space no PD worth mentioning could destroy it. It simply has to many
> centimeters of BSD to destroy it with a PD laser in a single hit or deal
> damage to it effectively over time.
>
>
>
> In essence with TNE's abstract star ship combat any weapon with an
> effective speed of slower than light (lasers or particle weapons) is pretty
> much ineffectual.
>
>
>
> If my 2tn missile with 26G thrust did hit your ship it wouldn't be simply
> major and minor hits however it would be catastrophic.
>
>
>
> If my math was right it would take it 3 combat turns to cover a single
> combat band 30k of distance. The distances at which space combat takes
> place makes this prohibitively slow with HEPlaR as the only effective
> method of cost efficient thrust production.
>
>
>
> I did my construction all with the Space Missile design sequence rules at
> the end of the Munitions section of FF&S v2. I can offer my number
> crunching feel free to ask.
>
>
>
> However in TNE based on the rules its simply not effective because its
> slow.
>
>
>
> --
> If the world was fair then every bad thing that has ever happened to you
> would have been deserved.
>
>
>
>
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--
If the world was fair then every bad thing that has ever happened to you
would have been deserved.