Space War: Weapons
From OSR
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Contents |
Space War: Weapons
- [#nuke Nukes In Space]
- [#boom Explosion size table]
- [#laser Laser Cannon]
- [#particle Particle Beam]
- [#kinetic Kinetic Kill]
- [#hypervelocity Hypervelocity Weapons]
- [#missile Missiles]
- [#weird Far-Out Weapons]
- [#antimatter Antimatter]
- [#rbomb Relativistic Weapons]
- [#bugs Space Bugs]
- [#hackers Space Hackers]
- [#ebomb E-Bombs]
- [#propulsion Propulsion Systems]
- [#fighters Space Fighters]
- [#alien Alien Technology]
- [#plasma Plasma Weapons]
- [#tractor Tractor Beams]
- [#medusa Medusa Weapons]
- [#classification Weapon Classifications]
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When it comes to weapons, it looks like three main types: beam weapons, kinetic weapons, and missiles. Beam weapons are lasers and particle beams. Kinetic weapons are coilguns, railguns, and shrapnel weapons. Missiles are, well, missiles. Ken Burnside compared it to a policeperson armed with a service revolver, a shotgun, and a police dog. The revolver (beam weapon) cannot be dodged or outrun, but can miss. The shotgun (kinetic weapon) is more likely to hit, but with reduced lethality. The dog (missile) can be dodged or outrun (or shot, that would correspond to [rocket3y.html#pointdefense point defense]), but the blasted thing will chase you, and will always hit unless you actively prevent it. (Holger Bjerre begs to differ. He points out that kinetic weapons are less likely to hit since it can be dodged, beam weapons lose lethality with range just like shotguns, and kinetic weapons do not lose lethality with range just like revolvers. Well, no analogy is perfect...) Dave Bryant has his own analysis of spacecraft weaponry here. I'm not sure I agree with all of it, so do your own research. |
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From Space Dreadnoughts edited by David Drake.
One of the problems with figuring out how ships are going to fight in space (assuming that we have ships in space, which isn't as likely as I wish; and, that we're still fighting when we get there, which is unfortunately more probable) is that there are a lot of maritime models to choose from.
It's also true that some of the maritime models came from very specialized sets of circumstances; and a few of them weren't particularly good ideas even in their own time.
And it's also true that some of the writers applying the models have a better grasp of the essentials than others. For example, I recall two essays which were originally published about fifty years ago in Astounding.
In the first of the essays ("Space War", Astounding Science-Fiction, Aug 1939), Willy Ley, a very knowledgeable man who had been involved with the German rocket program, proved to my satisfaction that warships in space would carry guns, not missiles, because, over a certain small number of rounds, the weight of a gun and its ammunition was less than the weight of the same number of complete missiles. The essay was illustrated with graphs of pressure curves, and was based on the actual performance of nineteenth-century British rocket artillery ("the rockets' red glare" of Francis Scott Key).
As I say, the essay was perfectly convincing ... until I read the [rocket3z.html#jameson paired piece] by Malcolm Jameson ("Space War Tactics", Astounding Science-Fiction, Nov 1939).
Jameson's qualifications were relatively meager. Before throat cancer force him to retire, he'd been a United States naval officer -- but he was a mustang, risen from the rank, rather than an officer with the benefit of an Annapolis education. For that matter, Jameson had been a submariner rather than a surface-ship sailor during much of his career. That was a dangerous specialty -- certainly as dangerous a career track as any in the peacetime navy -- but it had limited obvious bearing on war in vacuum.
Jameson's advantage was common sense. He pointed out (very gently) that at interplanetary velocities, a target would move something on the order of three miles between the time a gun was fired and the time the projectile reached the end of the barrel.
The rest of Jameson's essay discussed tactics for missile-launching spaceships -- which were possible, as the laws of physics proved gun-laying spaceships were not. Ley could have done that math just as easily. It simply hadn't occurred to him to ask the necessary questions.
(Ed note: Malcolm Jameson wrote another essay with the intriguing name "Space-War Strategy" in Super Science Novels Magazine, March 1941. )
From Manna by Lee Correy (G. Harry Stine) 1983:
"This is a training flight to trans-lunar space with landing at Dianaport. Request permission to pass within five kilometers of you."
"Training flight? Hah!" Omer exclaimed. "Chung has give us an escort!"
"Yes, but why?" I wanted to know. "What's going on dirtside that we should know about?"
Omer shrugged. "Let Chinese escort us. It will discourage more hassle."
If the Chinese cosmolorcha wanted to escort us, there was nothing we could do about it. It was armed. Cis-lunar space is no place to get whanged; it's a long time to anywhere.
"Permission granted, Heavenly Lighting," I replied. "Be advised you are within our zone of damage if we should have a catastrophic failure." The last was pure bluff, but nobody wanted to be near a space vehicle if it catoed, regardless whether it was due to an internal or external cause.
Nukes In Space
As you should know, there are two types of nuclear weapons. An "atomic bomb" is a weapon with a war-head powered by nuclear fission. An "H-bomb" or "hydrogen bomb" is a weapon with more powerful warhead powered by nuclear fusion.
You can read all about the (unclassified) details of their internal construction and mechanism here.
Occasionally you will find a fusion weapon referred to as a "Solar-Phoenix" or a "Bethe-cycle" weapon. This is a reference to the nuclear scientist Hans Bethe and the Bethe-Weizsäcker or carbon-nitrogen cycle which powers the fusion reaction in the heart of stars heavier than Sol.
A "neutron bomb" is what you call an "enhanced radiation bomb". They are specially constructed so more of the bomb's energy is emitted as neutrons instead of x-rays. This means there is far less blast to damage the buildings, but far more lethal neutron radiation to kill the enemy troops.
You will also occasionally find references to a nasty weapon called a "cobalt bomb". This is technically termed a "salted bomb". It is not used for spacecraft to spacecraft combat, it is only used for planetary bombardment. They are enhanced-fallout weapons, with blankets of cobalt or zinc to make large quantities of deadly radioactive dust.
As far as warhead mass goes, Anthony Jackson says the theoretical limit on mass for a fusion warhead is about 1 kilogram per megaton. No real-world system will come anywhere close to that, The US W87 thermonuclear warhead has a density of about 500 kilograms per megaton. Presumably a futuristic warhead would have a density between 500 and 1 kg/Mt. Calculating the explosive yield of a weapon is a little tricky.
For missiles, consider the US Trident missile. Approximately a cylinder 13.41 m in length by 1.055 m in radius, which makes it about 47 cubic meters. Mass of 58,500 kg, giving it a density of 1250 kg/m3. The mass includes eight warheads of approximately 160 kg each.
Wildly extrapolating far beyond the available data, one could naively divide the missile mass by the number of warheads, and divide the result by the mass of an individual warhead. The bottom line would be that a warhead of mass X kilograms would require a missile of mass 45 * X kilograms, and a volume of 0.036 * X cubic meters (0.036 = 45 / 1250). Again futuristic technology would reduce this somewhat.
Nuclear weapons will destroy a ship if they detonate exceedingly close to it. But if it is further away than about a kilometer, it won't do much more than singe the paintjob and blind a few sensors. And in space a kilometer is pretty close range.
Eric Rozier has an on-line calculator for nuclear weapons.
George William Herbert says a nuke going off on [rocket3Notes.html#terra Terra] has most of the x-ray emission is absorbed by the atmosphere, and is transformed into the first fireball and the blast wave. There ain't no atmosphere in space so the nuclear explosion is light on blast and heavy on x-rays. In fact, almost 90% of the bomb energy will appear as x-rays behaving as if they are from a point source (specifically 80% soft X-rays and 10% gamma), and subject to the good old inverse square law (i.e., the intensity will fall off very quickly with range). The remaining 10% will be neutrons. There won't be any EMP, unless there is a Terra strength magnetic field and a tenuous atmosphere present.
Well, maybe a small EMP from x-rays interacting with the hull of the ship. Please, do NOT confuse EMP (electromagnetic Pulse) with EM (electromagnetic Radiation). An EMP can travel through airless space just fine, but it cannot be generated by a nuclear detonation where no atmosphere is present. Note that an EMP can be created in airless space by an [#ebomb e-Bomb], which uses chemical explosives and an armature.
For an enhanced radiation weapon (AKA "Neutron Bomb") figures are harder to come by. The best guess figure I've managed to find was up to a maximum of 80% neutrons and 20% x-rays.
A one kiloton nuclear detonation produces 4.19e12 joules of energy. One kilometer away from the detonation point defines a sphere with a surface area of about 12,600,000 square meters (the increase in surface area with the radius of the sphere is another way of stating the Inverse Square law). Dividing reveals that at this range the energy density is approximately 300 kilojoules per square meter. Under ideal conditions this would be enough energy to vaporize 25 grams or 10 cubic centimeters of aluminum (in reality it won't be this much due to conduction and other factors).
1e8 watts per square centimeter for about a microsecond will melt part of the surface of a sheet of aluminum. 1e9 W/cm2 for a microsecond will vaporize the surface, and 1e11 W/cm2 for a microsecond will cause enough vaporization to create impulsive shock damage (i.e., the surface layer of the material is vaporized at a rate exceeding the speed of sound). The one kiloton bomb at one kilometer only does about 3.3e7 W/cm2 for a microsecond.
One megaton at one kilometer will do 3.3e10 W/cm2, enough to vaporize but not quite enough for impulsive shock. At 100 meters our one meg bomb will do 3.3e12 W/cm2, or about 33 times more energy than is required for impulsive shock. The maximum range for impulsive shock is about 570 meters.
Luke Campbell wonders if 1e11 W/cm2 is a bit high as the minimum irradiation to create impulsive shock damage. With lasers in the visible light and infrared range, 1e9 W/cm2 to 1e10 W/cm2 is enough. But he allows that matters might be different for x-rays and gamma rays due to their extra penetration.
As to the effects of impulsive damage, Luke Campbell had this to say:
First, consider a uniform slab of material subject to uniform irradiation sufficient to cause an impulsive shock. A thin layer will be vaporized and a planar shock will propagate into the material. Assuming that the shock is not too intense (i.e., not enough heat is dumped into the slab to vaporize or melt it) there will be no material damage because of the planar symmetry. However, as the shock reaches the back side of the slab, it will be reflected. This will set up stresses on the rear surface, which tends to cause pieces of the rear surface to break off and fly away at velocities close to the shock wave velocity (somewhat reduced, of course, due to the binding energy of all those chemical bonds you need to break in order to spall off that piece). This spallation can cause significant problems to objects that don't have anything separating them from the hull. Modern combat vehicles take pains to protect against spallation for just this reason (using an inner layer of kevlar or some such).
Now, if the material or irradiance is non-uniform, there will be stresses set up inside the hull material. If these exceed the strength of the material, the hull will deform or crack. This can cause crumpling, rupturing, denting (really big dents), or shattering depending on the material and the shock intensity.
For a sufficiently intense shock, shock heating will melt or vaporize the hull material, with obvious catastrophic results. At higher intensities, the speed of radiation diffusion of the nuke x-rays can exceed the shock speed, and the x-rays will vaporize the hull before the shock can even start. Roughly speaking, any parts of the hull within the diameter of an atmospheric fireball will be subject to this effect.
In any event, visually you would see a bright flash from the surface material that is heated to incandescence. The flash would be sudden, only if the shock is so intense as to cause significant heating would you see any extra light for more than one frame of the animation (if the hull material is heated, you can show it glowing cherry red or yellow hot or what have you). The nuke itself would create a similar instant flash. There would probably be something of an afterglow from the vaporized remains of the nuke and delivery system, but it will be expanding in a spherical cloud so quickly I doubt you would be able to see it. Shocks in rigid materials tend to travel at something like 10 km/s, shock induced damage would likewise be immediate. Slower effects could occur as the air pressure inside blasts apart the weakened hull or blows out the shattered chunks, or as transient waves propagate through the ship's structure, or when structural elements are loaded so as to shatter normally rather than through the shock. Escaping air could cause faintly visible jets as moisture condenses/freezes out - these would form streamers shooting away from the spacecraft at close to the speed of sound in air - NO billowing clouds.
Dr. John Schilling describes the visual appearance of a nuclear strike on a spacecraft.
First off, the weapon itself. A nuclear explosion in space, will look pretty much like a Very Very Bright flashbulb going off. The effects are instantaneous or nearly so. There is no fireball. The gaseous remains of the weapon may be incandescent, but they are also expanding at about a thousand kilometers per second, so one frame after detonation they will have dissipated to the point of invisibility. Just a flash.
The effects on the ship itself, those are a bit more visible. If you're getting impulsive shock damage, you will by definition see hot gas boiling off from the surface. Again, the effect is instantaneous, but this time the vapor will expand at maybe one kilometer per second, so depending on the scale you might be able to see some of this action. But don't blink; it will be quick.
Next is spallation - shocks will bounce back and forth through the skin of the target, probably tearing chunks off both sides. Some of these may come off at mere hundreds of meters per second. And they will be hot, red- or maybe even white-hot depending on the material.
To envision the appearance of this part, a thought experiment. Or, heck, go ahead and actually perform it. Start with a big piece of sheet metal, covered in a fine layer of flour and glitter. Shine a spotlight on it, in an otherwise-dark room. Then whack the thing with a sledgehammer, hard enough for the recoil to knock the flour and glitter into the air.
The haze of brightly-lit flour is your vaporized hull material, and the bits of glitter are the spallation. Scale up the velocities as needed, and ignore the bit where air resistance and gravity brings everything to a halt.
Next, the exposed hull is going to be quite hot, probably close to the melting point. So, dull red even for aluminum, brilliant white for steel or titanium or most ceramics or composites. The seriously hot layer will only be a millimeter or so thick, so it can cool fairly quickly - a second or two for a thick metallic hull that can cool by internal conduction, possibly as long as a minute for something thin and/or insulating that has to cool by radiation.
After this, if the shock is strong enough, the hull is going to be materially deformed. For this, take the sledgehammer from your last thought experiment and give a whack to some tin cans. Depending on how hard you hit them, and whether they are full or empty, you can get effects ranging from mild denting at weak points, crushing and tearing, all the way to complete obliteration with bits of tin-can remnant and tin-can contents splattered across the landscape.
Again, this will be much faster in reality than in the thought experiment. And note that a spacecraft will have many weak points to be dented, fragile bits to be torn off, and they all get hit at once. If the hull is of isogrid construction, which is pretty common, you might see an intact triangular lattice with shallow dents in between. Bits of antenna and whatnot, tumbling away.
Finally, secondary effects. Part of your ship is likely to be pressurized, either habitat space or propellant tank. Coolant and drinking water and whatnot, as well. With serious damage, that stuff is going to vent to space. You can probably see this happening (air and water and some propellants will freeze into snow as they escape, BTW). You'll also see the reaction force try to tumble the spacecraft, and if the spacecraft's attitude control systems are working you'll see them try to fight back.
You might see fires, if reactive materials are escaping. But not convection flames, of course. Diffuse jets of flame, or possibly surface reactions. Maybe secondary explosions if concentrations of reactive gasses are building up in enclosed (more or less) spaces.
Boom Table
Note in the table below, there is some controversy over the exact values of some of these figures. Note also that the largest SI prefix is "yotta-" which is 1 x 1024. For TNT equivalent, the energy of one gram of TNT was arbitrarily standardized by scientists to exactly 4184 joules (1000 thermochemical calories).
- 0.0 x 1000 Joules: Big Bang (interpretation one)
- 1.0 x 1002 J: Firecracker
- 1.4 x 1003 J: kinetic energy of a 3.5 g AK-74 bullet fired at 900 m/s
- 3.3 x 1003 J: kinetic energy of a 9.33 g NATO rifle cartridge fired at 838 m/s
- 4.184 x 1003 J: 1 gram TNT equivalent = 1 microton of TNT
- 1.3 x 1005 J: Anti-personnel land mine (31 grams TNT charge)
- 2.1 x 1005 J: Single round of depleted uranium from an A-10 Warthog's GAU-8 rotating cannon (1,800 rpm) = 50 grams TNT equivalent
- 8.4 x 1005 J: 1 stick TNT (200 grams)
- 9.5 x 1005 J: Hand grenade (226 grams of TNT charge)
- 4.184 x 1006 J: 1 kilogram TNT equivalent = 1 milliton of TNT
- 6.1 x 1006 J: 120mm Tank Gun KE Ammunition (KEW-A1) = 1.4 kilogram TNT equivalent
- 2.1 x 1007 J: Anti-tank mine (5 kg TNT charge)
- 3.9 x 1007 J: Impact energy of proposed Navy 64 megajoule railgun
- 1.2 x 1008 J: 1 gallon of gasoline = 28 kilograms TNT equivalent
- 1.8 x 1008 J: 1 microgram of antimatter + 1 microgram of matter = 43 kilograms TNT equivalent
- 5.3 x 1008 J: Battleship Iowa 16 inch shell with 54 kg high explosive charge = 127 kilograms TNT equivalent
- 1.9 x 1009 J: Tomahawk cruise missile (TLAM-C) = 454 kilograms TNT equivalent
- 4.184 x 1009 J: 1 ton TNT equivalent
- 8.4 x 1009 J: Oklahoma City bombing = 0.002 kiloton = 2 tons TNT equivalent
- 2.0 x 1010 J: Average lightning bolt = 4.8 tons TNT equivalent
- 3.6 x 1010 J: Average tornado = 8.6 TNT equivalent
- 4.2 x 1010 J: Davy Crockett tactical nuclear weapon = 0.01 kiloton = 10 tons TNT equivalent
- 5.0 x 1010 J: yield energy of a MOAB (Massive Ordnance Air Blast) bomb, the most powerful non-nuclear weapon ever designed = 12 tons TNT
- 1.8 x 1011 J: 1 milligram of antimatter + 1 milligram of matter = 43 tons TNT equivalent
- 4.184 x 1012 J: 1 kiloton
- 3.6 x 1013 J: energy released by an average thunderstorm = 9 kilotons
- 4.6 x 1013 J: [#rbomb Relativistic weapon]: 1 gram at 75% c = 11 kilotons
- 6.3 x 1013 J: 1 Hiroshima "Little Boy" = 15 kilotons
- 8.8 x 1013 J: Nagasaki "Fat Man" = 21 kilotons
- 1.2 x 1014 J: [#rbomb Relativistic weapon]: 1 gram at 90% c = 29 kilotons
- 1.8 x 1014 J: 1 gram of antimatter + 1 gram of matter = 43 kilotons
- 4.2 x 1014 J: W76 warhead = 100 kilotons
- 5.5 x 1014 J: [#rbomb Relativistic weapon]: 1 gram at 99% c = 132 kilotons
- 6.0 x 1014 J: energy released by an average hurricane in one second = 143 kilotons/sec
- 1.3 x 1015 J: W87 warhead = 300 kilotons
- 1.4 x 1015 J: Earthquake 6.9 on the Richter scale = 338 kilotons
- 1.9 x 1015 J: [#rbomb Relativistic weapon]: 1 gram at 99.9% c = 454 kilotons
- 2.0 x 1015 J: W88 warhead = 475 kilotons
- 2.0 x 1015 J: Earthquake 7.0 on the Richter scale = 477 kilotons
- 2.1 x 1015 J: Ivy King device = 500 kilotons (largest pure fission device ever made)
- 4.184 x 1015 J: 1 megaton = 67 Hiroshimas
- 5.0 x 1015 J: B83 nuclear bomb = up to 1.2 megatons (most powerful U.S. weapon in active service)
- 6.3 x 1015 J: [#rbomb Relativistic weapon]: 1 gram at 99.99% c = 1.5 megatons
- 1.5 x 1016 J: 1 Barringer Meteor Crater = 3.5 megatons
- 3.8 x 1016 J: B53 nuclear bomb = 9 megatons (most powerful US warhead; no longer in active service)
- 4.4 x 1016 J: Eniwetok = 10.4 megatons
- 4.6 x 1016 J: [#rbomb Relativistic weapon]: 1 kilogram at 75% c = 11 megatons
- 6.3 x 1016 J: Castle Bravo device (Bikini Atoll) = 15 megatons (most powerful US test)
- 6.3 x 1016 J: 1 Tunguska event = 15 megatons = 4.3 Barringer Meteor Craters
- 6.3 x 1016 J: Earthquake 8.0 on the Richter scale = 15 megatons
- 1.1 x 1017 J: 1 "city killer" = 25 megatons
- 1.1 x 1017 J: B41 bomb = up to 25 megatons (most powerful US bomb; no longer in active service)
- 1.1 x 1017 J: Mount St. Helens = 25 megatons = 1.6 Tunguskas
- 1.2 x 1017 J: [#rbomb Relativistic weapon]: 1 kilogram at 90% c = 29 megatons
- 1.3 x 1017 J: energy released by an average hurricane in one day = 31 megatons/day
- 1.7 x 1017 J: total energy from the Sun that strikes the face of the Earth each second = 42 megatons/sec
- 1.8 x 1017 J: 1 kilogram of antimatter + 1 kilogram of matter = 43 megatons
- 2.1 x 1017 J: Tsar Bomba device = 50 megatons (USSR, most powerful nuclear test ever)
- 2.7 x 1017 J: Star Trek photon torpedo = 1.5 kg antimatter + 1.5 kg matter = 64.3 megatons
- 3.6 x 1017 J: Earthquake 8.5 on the Richter scale = 85 megatons
- 5.0 x 1017 J: Earthquake 8.6 on the Richter scale = 120 megatons
- 5.5 x 1017 J: [#rbomb Relativistic weapon]: 1 kilogram at 99% c = 132 megatons
- 6.3 x 1017 J: 1 Krakatoa = 150 megatons = 6 Mount St. Helens
- 7.1 x 1017 J: Earthquake 8.7 on the Richter scale = 120 megatons
- 1.0 x 1018 J: Earthquake 8.8 on the Richter scale = 239 megatons
- 1.9 x 1018 J: [#rbomb Relativistic weapon]: 1 kilogram at 99.9% c = 454 megatons
- 2.0 x 1018 J: Earthquake 9.0 on the Richter scale = 477 megatons
- 2.5 x 1018 J: 1 Thera = 600 megatons = 6 Krakatoas
- 2.8 x 1018 J: Earthquake 9.1 on the Richter scale = 674 megatons
- 4.0 x 1018 J: Earthquake 9.2 on the Richter scale = 952 megatons
- 4.0 x 1018 J: energy released by the 2004 Indian Ocean earthquake (between 9.1 and 9.3 on the Richter scale)
- 4.184 x 1018 J: 1 gigaton = 1000 megatons
- 6.3 x 1018 J: [#rbomb Relativistic weapon]: 1 kilogram at 99.99% c = 1.5 gigatons
- 1.1 x 1019 J: Earthquake 9.5 on the Richter scale = 3 gigatons
- 1.8 x 1020 J: 1 metric ton of antimatter + 1 metric ton of matter = 43 gigatons
- 4.184 x 1021 J: 1 teraton = 1000 gigatons = 1e6 megatons
- 1.5 x 1022 J: total energy from the Sun that strikes the face of the Earth each day = 4 teratons/day
- 2.5 x 1022 J: 1 Shoemaker-Levy = 6 teratons = 10,000 Theras
- 2.0 x 1023 J: Solar flare = 48 teratons
- 3.4 x 1023 J: 1 Dinosaur Killer = 8e7 megatons = 80,000 gigatons = 80 teratons = 13 Shoemaker-Levys
- 5.0 x 1023 J: 1 Chicxulub Crater = 120 teratons = 20 Shoemaker-Levys
- 3.0 x 1024 J: 1 Wilkes Land crater = 720 teratons = 6 Chicxulub Craters
- 4.184 x 1024 J: 1 petaton = 1000 teratons
- 5.5 x 1024 J: total energy from the Sun that strikes the face of the Earth each year = 1 petaton/year
- 3.2 x 1026 J: Energy required blow off Terra's atmosphere = 77 petatons
- 3.9 x 1026 J: total energy output of the Sun each second = 92 petatons/sec
- 6.6 x 1026 J: Energy required to heat all the oceans of Terra to boiling = 158 petatons
- 4.184 x 1027 J: 1 exaton = 1000 petatons
- 4.5 x 1027 J: Energy required to vaporize all the oceans of Terra = 1 exaton
- 7.0 x 1027 J: Energy required to vaporize all the oceans of Terra and dehydrate the crust = 2 exatons
- 2.9 x 1028 J: Energy required to melt the (dry) crust of Terra = 7 exatons
- 1.0 x 1029 J: Energy required blow off Terra's oceans = 24 exatons
- 2.1 x 1029 J: Earth's rotational energy = 50 exatons
- 1.5 x 1030 J: Energy required blow off Terra's crust = 359 exatons
- 4.184 x 1030 J: 1 zettaton = 1000 exatons
- 2.9 x 1031 J: Energy required to blow up Terra (reduce to gravel orbiting the sun) = 7 zettatons
- 3.3 x 1031 J: total energy output of the Sun each day = 8 zettatons/day
- 5.9 x 1031 J: Energy required to blow up Terra (reduce to gravel flying out of former orbit) = 14 zettatons
- 2.9 x 1032 J: Energy required to blow up Terra (reduce to gravel and move pieces to infinity) = 69 zettatons
- 4.184 x 1033 J: 1 yottaton = 1000 zettatons
- 1.2 x 1034 J: total energy output of the Sun each year = 3 yottatons/year
- 4.184 x 1036 J: 1 x 1027 tons = 1000 yottatons
- 6.0 x 1037 J: Nova Persei = 1.4 x 1028 tons
- 1.2 x 1038 J: total energy output of the Sun in ten thousand years = 2.9 x 1028 tons/deca-millenium
- 4.184 x 1039 J: 1 x 1030 tons = 1,000,000 yottatons
- 1.0 x 1040 J: one second's worth of output from a quasar = 2.0 x 1030 tons/sec
- 1.0 x 1042 J: Energy in photons from a type I supernova = 0.01 foe = 2.7 x 1032 tons
- 4.184 x 1042 J: 1 x 1033 tons = 1,000,000,000 yottatons
- 3.0 x 1043 J: Energy needed to make the [rocket3aj.html#bubble local superbubble] (Supernova Geminga) = 0.3 foe = 7.0 x 1033 tons
- 1.0 x 1044 J: 1 Foe (ten to the Fifty-One Ergs, unit of supernova strength)
- 1.0 x 1044 J: Energy in neutrinos from a type I supernova = 1 foe = 2.4 x 1034 tons
- 1.3 x 1044 J: Total radiant energy from the Sun (approximately ten billion years worth) = 3.1 x 1034 tons/solar lifetime
- 3.0 x 1044 J: Energy in photons from a type II supernova = 1.3 foes = 7.2 x 1034 tons
- 1.0 x 1045 J: Gamma-ray burster = 10 foes = 2.4 x 1035 tons
- 4.184 x 1045 J: 1 x 1036 tons = 1,000,000,000,000 yottatons = 41.84 foes
- 1.0 x 1046 J: Energy in photons from a hypernova = 100 foes = 2.0 x 1036 tons
- 3.0 x 1046 J: Energy in neutrinos from a type II supernova = 300 foes = 7.0 x 1036 tons
- 1.0 x 1048 J: Energy in neutrinos from a hypernova = 10,000 foes = 2.4 x 1038 tons
- 4.184 x 1048 J: 1 x 1039 tons = 1,000,000,000,000,000 yottatons = 41,840 foes
- 3.0 x 1069 J: Big Bang (interpretation two)
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Crewmembers are not as durable as spacecraft, since they are vulnerable to neutron radiation. A one megaton Enhanced-Radiation warhead (AKA "neutron bomb") will deliver a threshold fatal neutron dose to an unshielded human at 300 kilometers. There are also reports that ER warheads can transmute the structure of the spacecraft into deadly radioactive isotopes by the toxic magic of neutron activation. Details are hard to come by, but it was mentioned that a main battle tank irradiated by an ER weapon would be transmuted into isotopes that would inflict lethal radiation doses for up to 48 hours after the irradiation. So if you want to re-crew a spacecraft depopulated by a neutron bomb, better let it cool off for a week or so. For a conventional nuclear weapon (i.e., NOT a neutron bomb), the neutron flux is approximately: Fn = 1.4e12 * (Y/R2) where: There are notes on the effects of radiation on crew and electronics [#radarmor here] |
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If you want to get more bang for your buck, there is a possibility of making [rocket3c2.html#shapedcharge nuclear shaped charges]. Instead of wasting their blast on a spherical surface, it can be directed at the target spacecraft. This will reduce the surface area of the blast, thus increasing the value for kiloJoules per square meter. Eric Henry has a spreadsheet that does nuclear blast calculations, including shaped charges, on his website.. According to John Schilling, with current technology, the smallest nuclear warhead would probably be under a kiloton, and mass about twenty kilograms. A one-megaton warhead would be about a metric ton, though that could be reduced by about half with advanced technology. |
For bomb blasts on the surface of the Earth or other planet with an atmosphere, you can use the handy-dandy Nuclear Bomb Effects Computer, found online here. But if you really want to do it in 1950's Atomic Rocket Retro style, make your own do-it-yourself Nuclear Bomb Slide Rule!
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Laser CannonThere is a great summary of the various issues of directed-energy weapons at this site. Luke Campbell has an in depth analysis of laser weapons for science fiction on his website, don't miss the on-line calculator for laser weapon pulse parameters. Eric Rozier has another on-line calculator for laser weapons. You also might want to look over this 1979 NASA report on using nuclear reactions to directly power a laser beam. (Thanks to Andrew for suggesting this link) Before we get to all the boring equations, lets have some juicy details. Say that the habitat module of your combat starship gets penetrated by an enemy laser beam. What happens? Luke Campbell and Anthony Jackson have the straight dope: Luke Campbell: That depends on the parameters of the beam. A single pulse with a total energy of 100 MJ would have the effect of the detonation of 25 kg of TNT. Everyone in the compartment who is not shredded by the shrapnel will have their lungs pulverized by the blast. That same 100 MJ delivered as 1,000,000 pulses of 100 J each could very well drill a hole. The crew see a dazzling flash and flying sparks. Some may be blinded by the beam-flash. Anyone in the path of the beam has a hole through them (and the shock from the drilling of that personal hole could scatter the rest of them around the crew compartment). Everyone else would still be alive and would now be worrying about patching the hole. |
Although it occurs to me that the jet of supersonic plasma escaping from the hole being drilled could have the combined effect of a blowtorch and grenade on anyone standing too close to the point of incidence, even if they are not directly in the beam. The effect would probably be similar to the arc flash you can get in high power, high voltage electrical systems, where jets of superheated plasma can cause severe burns from contact with the plasma, blast damage from the shock waves, blindness from the intense light produced, and flash burns from the radiated heat.
A continuous beam could have enough scattered and radiant heat to cause flash burns to those near the point of incidence, along with blinding those who are looking at the point of incidence when the beam burns through. If it burns a wide hole, people die quickly when the compartment explosively decompresses, throwing everyone into deep space. If it burns a narrow hole, the survivors who can see can just slap a patch over the hole to prevent the escape of their air.
Anthony Jackson:
Luke Campbell said: "Although it occurs to me that the jet of supersonic plasma escaping from the hole being drilled could have the combined effect of a blowtorch and grenade..."
Well, it really depends on what you're standing next to, and on how wide the beam is. The energy release at any point along the beam path will be equal to the energy required to drill through the object (so you'll get pulses of heat from each object hit), and it won't really be explosive. Flash burns is the most likely consequence.
Flash burns start at about 5 J/cm2 on exposed skin, and can go above 100 J/cm2 with reasonable protection. At a range of 1 meter, that requires an energy release of 0.63MJ, and once the beam is substantially inside the object, most of the flash will be deposited on the rest of the inside of the object, so it's really only object shells we need to worry about.
If the beam has an area of 50 square centimeters ( AV:T scale) to emit a total of 630 kJ it must be emitting 12.6 kJ/cm2. About the same amount is probably consumed drilling through the object. 1mm of steel requires about 6 kJ/cm2, so anything with a casing of at least 2mm steel, or anything comparable, will cause flash burns within 1 meter.
This is not particularly terrifying, unless of course the beam drills through something like a high pressure steam line, at which point it's suddenly very exciting, though not because of the laser per se.
Luke Campbell:
Anthony Jackson said: "so you'll get pulses of heat from each object hit, and it won't really be explosive"
My thought was that the shocks could coalesce. All shocks are supersonic to the material they have not gone through, and subsonic to the material they have traveled through. As a consequence, a second shock will catch up to a previous shock until they merge into a single, stronger shock. If the beam is pulsed at a high rate (say, a MHz or so) a good number of the individual blasts could coalesce within a short distance to create a more potent blast that might cause significant problems.
The physics of shocks is tricky, and for spherically expanding shocks you get into issues of rarefaction and backflow, which should limit the number of shocks that can coalesce. While I have a highly recommended text on shock physics, I've not had the time to look through it yet, so I don't have a good idea yet on the limits and possibilities of this mechanism.
There's also the issue that iron heated to 10,000 K, for example, will expand in volume about 150,000 times from its solid phase. So burning a 10 cm wide hole through a 1 cm steel bulkhead would produce a cloud of iron vapor with a volume of about a cubic meter if the final temperature was 10,000 K (note that if the iron was converted to a singly ionized plasma, the temperature would be ten times that much, and you would get ten times the volume). Getting caught in that incandescent cloud simply cannot be healthy.
There's also the ozone and nitrogen oxides and reactive chemicals produced as a consequence of incomplete combustion, which will not be healthy to breathe, but I expect that would be secondary.
Anthony Jackson:
Luke Campbell said: "My thought was that the shocks could coalesce."
They could if the drilling speed is supersonic. Usually it won't be.
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Now for the dull equations. "Laser" is an acronym for light amplification by stimulated emission of radiation. A laser beam can cut through steel while a flashlight cannot due to the fact that laser light is coherent. This means all the photons in the beam are "in step" with each other. By analogy, a unit of army troops marching in step can inadvertently cause a bridge to collapse, while the same number of people using the bridge in a random fashion have no effect. Laser light at amazingly low energies can still cause permanent blindness by destroying the retina. Maximum range will be a few hundred thousand kilometers, otherwise almost every shot will miss due to light-speed lag. H = Cm/(78.54 * A2 * (Dk/150,000)4) where: Please note that this equation does not work if the target's acceleration is zero (since dividing by zero is mathematically undefined). In that case the target's official status is Sitting Duck and H = 1.0 or 100%. Neither does the equation work if the range is zero, in which the target's official status is At Point Blank Range or Eating The Gun Muzzle, and again H = 1.0 (Thanks to Eric Henry for pointing this out). Just remember that H cannot go over 1.0 and you'll be fine. How was this equation derived? Well, if H is chance to hit, A is acceleration in Gs, DL is range in light-seconds, and Cm is target's mean cross section: Scircle = π * Rcircle2 |
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H = Cm / (π * displacement2)
where:
displacement = maximum distance perpendicular to line of fire that the target can move in time between a shot being fired and the shot arriving at target
In other words, take the cross section surface area of the target, divide it by the surface area of the circle the target can move to, and you have your maximum hit chance. e.g., if the target has a surface area of 1, and it can displace anywhere into a circle of surface area 3, then the maximum hit chance is 1/3.
d = 0.5 * a * t2
where:
d = distance (m)
a = acceleration (m/s2)
t = duration of acceleration (s)
which is the classic acceleration equation, assuming a starting velocity of zero. We can assume zero because all we care about is the change in the target's current velocity
Now, to use acceleration equation to calculate displacement:
a = 10 * A (10 is approximately how many m/s2 in one g)
t = 2 * DL (time it takes light from target to travel to laser cannon's targeting sensors plus time it takes for laser beam to travel from laser cannon to target) where DL = range to target (light-seconds)
d = 0.5 * a * t2
displacement = 0.5 * 10*A * 2*DL2
displacement = 5*A * 2*DL2
Inserting displacement equation into hit chance equation and simplifying:
H = Cm / (π * displacement2)
H = Cm / (π * (5*A * (2*DL)2)2)
H = Cm / (78.54 * A2 * (2*DL)4)
Converting range in light-seconds into range in kilometers:
H = Cm/(78.54 * A2 * (Dk/150,000)4)
Note this equation only calculates the percentage chance of missing due to light-speed lag. There are [#lasermiss many other factors] that can contribute to a miss.
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Laser beams are not subject to the inverse-square law, but they are subject to diffraction. The radius of the beam will spread as the distance from the laser cannon increases. RT = 0.61 * D * L / RL where: |
| Band | Wavelength (m) |
| Far Infrared | 3e-5 to 1e-3 m (30,000 to 1,000,000 nanometers) |
| Mid Infrared | 5e-6 to 3e-5 m (5000 to 30,000 nanometers) |
| Near Infrared | 7e-7 to 5e-6 m (700 to 5000 nanometers) |
| Red | 7.1e-7 m (710 nanometers) |
| Orange | 6e-7 m (600 nanometers) |
| Yellow | 5.7e-7 m (570 nanometers) |
| Green | 5.5e-7 m (550 nanometers) |
| Blue | 4.75e-7 m (475 nanometers) |
| Indigo | 4.3e-7 m (430 nanometers) |
| Violet | 3.8e-7 m (380 nanometers) |
| Ultraviolet A | 3.2e-7 to 4e-7 m (320 to 400 nanometers) |
| Ultraviolet B | 2.9e-7 to 3.2e-7 m (290 to 320 nanometers) |
| Ultraviolet C | 2e-7 to 2.9e-7 m (200 to 290 nanometers) |
| Extreme Ultraviolet | 1e-8 to 2e-7 m (10 to 200 nanometers) |
| X-Ray | 1e-11 to 1e-8 m (0.01 to 10 nanometers) |
| Gamma-Ray | 1e-14 to 1e-11 m (1e-5 to 0.01 nanometer) |
| Cosmic-Ray | 1e-17 to 1e-14 m (1e-8 to 1e-5 nanometers) |
Note that frequencies below 200 nanometers are absorbed by Terra's atmosphere (so they are sometimes called "Vacuum frequencies") and anything below 10 nanometers is considered "ionizing radiation" (i.e., what the an average person on the street calls "atomic radiation"). Vacuum frequencies will be worthless for a laser in orbit attempting to shoot at ground targets protected by the atmosphere.
More to the point is the intensity of the beam at the target. First we calculate the beam divergence angle θ
θ = 1.22 L/RL
where:
θ = beam divergence angle (radians)
L = wavelength of laser beam (m, see table above)
RL = radius of laser lens or reflector (m)
Note that this is the theoretical minimum size of the divergence angle, it will be larger with inferior lasers.
Next we decide upon the beam power BP, then calculate the beam intensity at the target (the beam "brightness"):
BPT = BP/(π * (D * tan(θ/2))2)
where:
BPT = Beam intensity at target (megawatts per square meter)
BP = Beam Power at laser aperture (megawatts)
D = range to target (meters)
θ = Theta = Beam divergence angle (radians or degrees depending on your Tan() function)
π = Pi = 3.14159...
There are a few notes on laser firing rates and power requirements [rocket3as.html#laserCannon here].
When figuring the tangent, remember that θ from the beam divergence angle equation is in radians, not degrees (Divide radians by 0.0174532925 to get degrees).
What this means is if you are calculating the Beam Intensity equation with a pocket calculator or the Windows calculator program, the calculator is generally set to degrees and it expects you to punch in the angle in degrees before you hit the TAN key. If you punch in the angle in radians you will get the wrong answer.
If instead you are calculating the Beam Intensity equation with a computer spreadsheet or with a computer program you are writing from scratch, the TAN() function wants the input angle to be in radians.
For comparison purposes, the average beam intensity of sunlight on your skin is about 0.0014 MW/m2.
Please note that the amount of beam power deposited on the target is still BP, the intensity just measures how tightly it is focused. It's like using sunlight through a magnifying glass to burn a hole in a piece of paper (or to incinerate ants if you were one of those evil children). The amount of beam power hitting the paper does not change, it is always BP. But if the magnifying glass is so close that the spot size is large, the paper will just get warm. If you move the glass so the spot focuses down to a tiny dot, the intensity increases and the paper spot starts to burn.
Also note that a laser cannon might have lens/mirror which is larger than strictly required for the desired spot size, due to the fact that otherwise the mirror would melt. The larger the mirror, the more surface area to dilute the beam across, and the less the thermal stress on the mirror.
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Example: The good ship Collateral Damage becomes aware of an incoming hostile missile. Collateral Damage has a laser cannon with a ten meter radius mirror operating on a mid-infrared wavelength of 2700 nanometers (0.0000027 meters). The divergence angle is (1.22 * 0.0000027) / 10 = 0.00000033 radians or 0.000019 degrees. The laser cannon has an aperture power of 20 megawatts, and the missile is at a range of four megameters (4,000,000 meters). The beam brightness at the missile is 20 / (π * (4,000,000 * tan(0.000019/2))2) = 15 MW/m2 or 1.5 kW/cm2. If the missile has a "hardness" of 10 kilojoules/cm2, the laser will have to dwell on the same spot on the missile for 10/1.5 = 6.6 seconds in order to kill it. Figured another way, at four megameters the laser will have a spot size of 0.66 meters in radius, which has an area of 1.36 square meters. The missile's skin has a hardness of 10 kilojoules/cm2 so 13,600 kilojoules will be required to burn a hole of 0.66 meters radius. 20 megawatts for 6.9 seconds is 13,600 kilojoules. 6.9 seconds is close enough for government work to 6.6 seconds. Eric Henry has a spreadsheet that does most of this calculation for you here. |
In the game Attack Vector: Tactical, the smallest laser lens is three meters in diameter, the frequency of various models of cannon is from 0.0000024 meters (2400 nanometer) to 0.0000002 meters (200 nanometer) and the efficiency varies from 20% down to 1.5%
Example: Say you have an ultraviolet (20 nanometer) laser cannon with a 3.2 meter lens. Your hapless target spacecraft is at a range of 12,900 kilometers (12,900,000 meters). The [#beamradius Beam Radius equation] says that the beam radius at the target will be about 4 centimeters (0.04 meters), so the beam will be irradiating about 50 cm2 of the target's skin ([rocket3n.html#scircle area of circle] with radius of 4 centimeters). If the hapless target spacecraft had a hull of steel armor, the armor has a heat of vaporization of about 60 kiloJoules/cm3. Say the armor is 12.5 cm thick. So for the laser cannon to punch a hole in the armor it will have to remove about 625 cm3 of steel ([rocket3n.html#vcylinder volume of cylinder] with radius of 4 cm and height of 12.5 cm). 625 * 60 = 37,500 kiloJoules. If the laser pulse is one second, this means the beam requires a power level of 37,500 watts or 38 megawatts at the target.
In practice, a series of small pulses might be more efficient, causing a shattering effect and driving chips of armor out of the hole, which of course requires less energy than actually vaporizing the armor.
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Note that laser cannon are notoriously inefficient. Free-electron lasers have a theoretical maximum efficiency of 65%, while others are lucky to get a third of that. This means if your beam power is 5,000 megawatts (five gigawatts), and your cannon has an efficiency of 20%, the cannon is producing 25,000 megawatts, of which 5,000 is laser beam and 20,000 is waste heat! Ken Burnside describes weapon lasers as blast furnaces that produce coherent light as a byproduct. Rick Robinson describes them as an observatory telescope with a jet engine at the eyepiece. Laser cannons are going to need seriously huge heat radiators. And don't forget that heat radiators really cannot be armored. The messy alternative is to use open-cycle cooling, where the lasing gas is vented to dispose of the waste heat. Not only does this endanger anything in the path of the exhaust, it limits the number of laser shots to the amount of gas carried. But Troy Winchester Campbell brings to my attention a recent news item. In 2004, a company named Alfalight, Inc. demonstrated a 970 nm diode laser with a total power conversion efficiency of 65%. They are working in the DARPA Super High Efficiency Diode Sources program. The goal is 80% electrical-to-optical efficiency in the generation of light from stacks of semiconductor diode laser bars, and a power level of 500W/cm2 per diode bar operating continuously |
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W = (1.0 / Ce) where: Obviously: CP = BP * We where: WP = CP - BP where: |
Getting rid of the waste heat from a laser is a problem if you don't dare extend your heat radiators because you are [rocket3y.html#radiators afraid they will be shot off]. A strictly limited solution is storing the waste in a heat sink, like a huge block of ice. "Limited" because the ice can only absorb so much until it melts and starts to boil. If your radiator is retracted and your heat sink is full, firing your laser will do more damage to you than to the target.
Eric Rozier has this analysis of heat sink mass:
One common mistake people make is assuming that lasers are infinite fire weapons. With proper radiators extended, this is true, but with them drawn in, to avoid being shot off, we're limited by the heat capacity of our sinking material, as you well know.
An interesting question to ask is: "Without radiators, how many shots can I get off for some mass of coolant and some sort of laser?"
Given single laser of Bp megawatts at aperture, and an efficiency of eff, duty cycle of dc, and firing time of Tf, we get the waste heat Wh (in MWseconds) as:
Wh = Tf * (Bp/eff * dc) * (1 - eff)
Wh is then the waste heat generated by a single blast from our lasers. To figure out how many times we can fire our lasers we need to perform some calculations based on our coolant, the data of interest is:
Mass of coolant dedicated to lasers (Mc) in kg
Atomic mass of coolant (Ma) in g/mol
Heat capacity of coolant (Hc) in J/(mol * K)
Melting point of coolant (Km) in K
Boiling point of coolant (Kb) in K
Given this, we can find the number of shots we can fire (S) as follows:
S = ((Mc / Ma) * Hc * (Km - Kb)) / 1000 / Wh
If you do not have the atomic mass of coolant or heat capacity of coolant, you can instead use the specific Heat capacity of coolant. This is useful if the coolant is a compound instead of an element in the periodic table.
Specific Heat capacity of coolant (Hck) in J/(kg K)
Energy Capacity of coolant in MW seconds (or MegaJoules if you prefer)
Ec = (Mc * HcK * (Km - Kb)) / 1000000
S = Ec / Wh
There is an online calculator for this here.
This assumes the coolant is just melted before firing the laser, and just boiling after firing all available shots. In reality, you want to set Kb at some level below the real boiling point, and Km at some level above the melting point.
As a worked example, a 100MW laser with efficiency of 0.2, 0.5 duty cycle, and 0.1s firing time generates 20 MWseconds of waste heat each time it fires. 1000kg of Lithium, (with about 1140K between melting and boiling) can contain enough heat to fire the laser roughly 204 times.
This, I think, helps show some of the heat limitations of lasers, and constrains them (especially as point defense weapons). You end up having to lug a lot of lithium around if you want to fire them often.
I think this is most interesting when thinking about [rocket3y.html#pointdefense point defense]. Lasers fielded as a CIWS are pretty scary, and if you could fire them infinitely often, they probably keep missiles from hitting you. So in order to constrain you from using lasers for point defense, I simply pull into laser range, threatening your radiators, and forcing you to withdraw them. As such, you can no longer afford to use a laser CIWS, and have to switch to something projectile/missile based, which is liable to be less effective.
What about a laser turret? It can be so inconvenient to have to move the entire ship in order to aim the blasted beam. As it turns out, the US Air Force has a solution created for their Airborne Laser project.
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This is the turret on the nose of the aircraft. The brown circle on the front of the olive drab sphere is the laser emitter. Two spoon-shaped holders grip the ball on either side. The situation is similar to you holding a golf ball between your thumb and middle finger. Note how they tend to have the beam aimed sideways. This is prevent bugs and debris from damaging the emitter. |
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The olive sphere can pitch up and down, while the black spoon holder can roll around the plane's long axis. The pitch is limited so the turret cannot inadvertently shoot itself. The turret can cover a solid angle of almost 120 degrees of sky, targeting anything in that volume. |
The key to preventing the laser beam from slicing the turret into pieces is to feed the beam into each rotating segment along the axis of rotation. So the olive ball has to be fed the laser beam along the pitch axis, and the black spoons fed along the roll axis.
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Here's a cutaway view. The lime green sphere is the olive ball, flanked by the two spoons. The laser generator is deep in the bowels of the plane. The beam is shot along the roll axis, entering from the left of the picture. It hits three mirrors, and enters the olive ball along the pitch axis. The dog-leg passage is technically called a "Coude path", from the French word for "elbow". |
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The beam bounces off the mirror on the far side of the pitch axis, hits a small angled mirror in the center, and then hits a small convex mirror (the Beam Expander) supported in the center of the emitter hole by three struts. | |
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The beam expander spreads the beam over the giant 1.5 meter gold-coated primary mirror. The primary mirror sends the beam out the emitter opening (the Conformal Window), on its way to drill a hole through an unlucky enemy spacecraft. Note how the system of mirrors will work regardless of how the turret pitches or rolls. The actual US Air Force Air Borne Laser is a megawatt class chemical oxygen iodide laser (COIL) operating at a frequency of 1.315 microns or 1.315e-6 meters (near infrared). With a 1.5 meter mirror, this gives a divergence angle of 1.07e-6 radians. If my slide rule is correct, this means at a range of one kilometer it will have a spot size of one millimeter radius, and a beam brightness of about 300,000 megawatts per square meter. However, I've seen suggestions that the actual spot size is more like several centimeters, demonstrating the room for improvement. The US Air Force is understandably reluctant to give any figures on the performance of the Air Borne Laser. The best figures I could find suggest that it could destroy a flimsy unarmored hypergolic fueled missile (with fuel still in the tanks) by expending a three to five second burst up to a range of about 370 kilometers. Three to five seconds is an awfully long time to keep the beam focused on the same spot on a streaking missile. The dwell time will have to be longer if the missile is armored or if it uses solid fuel or other inherently stable fuel. |
The giant primary mirror will contain adaptive optics (i.e., it will be a "rubber mirror"). This will allow the mirror to change its focus to accommodate the range to target. In diagram "a" above, the flexible mirror is laid over a slab of piezoelectric material that changes shape as power is applied to the electrodes. In diagram "b" individual actuators are used. The image on the right is a 19-actuator deformable mirror built by Rockwell International. The mirror is only 40 cm in diameter. The actuator density is about 150 actuators per square meter, so the 1.5 meter ABL mirror would require about 270. (surface area of a circular 1.5 meter mirror is about 1.8 square meters, times 150 actuators per square meters give 270 total actuators)
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Luke Campbell has his own design for a laser turret. Cararra 5 was used to create the 3D mesh and to render the images.
Isaac Kuo has some interesting observations on the placement of turrets:
There's an interesting question of what the ideal number of turrets is. One thing that's counterintuitive is that the number of turrets has little effect on total firepower. Your laser engine(s) can fire the beam down a central corridor, with mirrors to select a branch toward any of the laser turrets. No matter how many turrets you have, you can concentrate all laser firepower through one turret.
I tend to favor two turrets on opposite sides. Besides providing all around coverage and some redundancy, it also allows use of a "hunter-killer" tactic. While one turret fires the laser to kill a target, the other turret can be scanning to "hunt" for the next target. This allows a near instantaneous switch from one target to the next, minimizing down time for the laser engine.
More importantly, this has a big tactical effect on the enemy's options. Suppose each of your ships only had one laser turret, and the enemy knows this. Then the enemy knows it takes some time for you to switch from the current targets to new targets. If the enemy notices that all of your ships are firing on particular targets, he can take advantage of this to open up sensitive sensors or radiators onboard the non-targeted ships. He knows that if you want to fire on a different target, he's got enough time to close protective "shutters". In contrast, with two turrets per ship nowhere is safe from being targeted.
Rick Robinson has a more serious concern. You know how it is a very bad idea to look through a telescope at the Sun? Well, for the same reason it is bad to unshutter your laser cannon optics and point them at a hostile ship which might zap you with its laser. Your cannon's optics would funnel their beam right down into the delicate interior of your cannon. The optics would also concentrate their beam to 10x or 100x the intensity. This means that if your lasers are unshuttered and your opponents are shuttered, you have the drop on them. The instant you detect their shutters trembling you give them a zap. Their shutters will still be opening when your bolt scrags their laser.
However, Ken Burnside says:
I will point out that the likeliest result of "shooting down the barrel of a laser" is to destroy one of the mirror elements on the focal array. Since those elements are likely to be used with adaptive optics, this won't even hurt the laser that much. It's only if the mirrors are hit at exactly the right angle that they'll direct energy back into the Free Electron Laser itself.
Anthony Jackson has another messy solution. One can design a laser cannon without a mirror or lens, if one uses a phased array. Currently we can create phased arrays for microwaves and radars, but have no idea how to do it with visible light. It would take a major technological break-through, but it is not actually forbidden by the laws of physics. Another nifty effect of phased array emitters is that they're flat and can fire at any angle (range will suffer at extreme angles), without requiring a turret assembly.
Dr. Yo came to the horrified realization that the logical acronym for PHased Array laSER was ... aiieee!
Eric Henry prefers that particular name for Free-electron laSER.
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A special type of laser is the bomb-pumped laser. This is generally found as a missile warhead. A "submunition" is a warhead that is a single-shot bomb-pumped gamma-ray laser. The original concept was developed by Edward Teller under the name "Excalibur." Teller and Excalibur were later discredited, but the basic idea wasn't. Here's the problem: the lasing medium in a laser has to be "pumped" or flooded with the same frequency that the laser emits. This isn't a problem with infrared or visible light, but sadly there are not many good sources of x-rays and gamma-rays. About the only good source is a detonating nuclear device, which has the distressing side-effect of vaporizing the laser. So the idea is to make a laser that can frantically manufacture one good x-ray zap in the few microseconds before it is destroyed by the bomb blast. This is the reason it is "one-shot." |
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The Excalibur units had about one hundred x-ray laser rods mounted on a nuclear device. When the hordes of evil Soviet nuclear missiles climbed into view, all one hundred lasers would lock on to different targets, then the bomb was triggered. John Schilling said that due to inefficiency each laser would emit a pulse of only 5e6 Joules, but they'd have a range of up to one hundred kilometers. A one megaton nuclear device releases about four billion megajoules, but only a few percent of this will end up in the x-ray laser beams, due to the inherent inefficiency. Call it a total of about 100 million megajoules of x-ray laser. |
Bomb-pumped lasers do not use lenses or mirrors (because there ain't no such thing as an x-ray mirror). To calculate their beam divergence angle, use the following:
θ = 2 * (w / l)
where:
θ = beam divergence angle (radians)
w = width of lasing rod (meters)
l = length of lasing rod (meters)
A practical maximum length of a single laser rod is no more than five meters. Making the rod thinner decreases the divergence angle, but this is limited by diffraction, just like in more conventional lasers. Make the rod too narrow and diffraction actually makes the divergence angle larger. The width limit is:
(1.22*L) / w = w / l
where:
L = wavelength of laser beam (meters)
w = width of lasing rod (meters)
l = length of lasing rod (meters)
For an x-ray laser rod of one nanometer wavelength and rod length of five meters, the optimum rod width is 0.06 millimeters. The beam divergence angle will be 20 microradians.
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This relatively huge divergence further degrades the laser performance. Our 100 million megajoules are now diluted into a 20 microradian cone. On a target at ten megameters, it would deposit about 300 kJ/cm2 over a spot 200 meters wide. Note the consequence of the absence of x-ray mirrors: each laser rod will fire a laser beam out both ends of the rod. The majority of the beam will exit from the end of the rod farther from the nuclear blast, however (i.e., most of the beam will travel in the same direction as the x-rays from the blast). If the rod is perpendicular to the blast, equal beams will emerge from both ends. A bigger draw-back is the fact that while a laser cannon requires a targeting system, Excalibur requires a targeting system for every single laser rod. Such systems are not cheap. A more minor problem is "bomb-jiggle." Many types of fission devices use conventional explosives to squeeze the core into a critical mass. While the nuclear blast is far too swift to jog the laser rods off their targets, the conventional explosives are not. They might cause the rods to miss-aim, so when the nuclear blast triggers the x-rays, the beams are off-target. This might be avoided by using a laser-initiated fusion device. |
There is a variant on the bomb-pumped laser in Larry Niven and Jerry Pournelle's classic novel Footfall, which is arguably the best "alien invasion" novel ever written. They noticed that bomb-pumped lasers is a concept that merges seamlessly with [rocket3c2.html#orion Orion drive] spacecraft. In this case the submunitions do not need a bomb. They are thrown below the pusher plate, they take aim at the enemy, then the next propulsion bomb pushes the ship and simultaneously pumps the submunitions. There is a diagram of the ship from Footfall here.
Laser guru Luke Campbell thinks it not impossible to make an x-ray laser which does NOT require a nuclear device to pump it. In theory a Free Electron laser can produce any wavelength. And while there ain't no such thing as an x-ray mirror, it is possible approximate an x-ray lens by having the rays make glancing blows off dense materials.
Bottom line is an x-ray laser is technologically very challenging, but if you manage to make one you have an Unstoppable Death Ray of Stupendous Range.
Luke Campbell:
Let's take a 10 MW ERC pumped FEL at just above the lead K-edge. This particular wavelength is used because lead is pretty much the heaviest non-radioactive element you can get, and at just above the highest core level absorption for a material you can get total external reflection at grazing angles - so no absorption or heating of a lead grazing incidence mirror. We will use a 1 meter diameter mirror. The Pb K-edge x-ray transition radiates at 1.4E-11 m. This gives us a divergence angle of 1.4E-11 radians. At 1 light second, we get a spot size of 5 mm, and an intensity of 5E11 W/m2.
Looking at the NIST table of x-ray attenuation coefficients, and noting that 1.4E-11 m is a 88 keV photon, we find an attenuation coefficient of about 0.5 cm2/g for iron (we'll use this for steel), 0.15 cm2/g for graphite (we'll use this for high tech carbon materials) and 0.18 cm2/g for borosilicate glass (a very rough approximation for ceramics). Since graphite has a density of 1.7 g/cm3, we get a 1/e falloff distance (attenuation length) of 4 cm. Iron, with a density of 7.9 g/cm3, has an attenuation length of 0.25 cm. Glass, density 2.2 g/cm3, has an attenuation length of 2.5 cm.
At 1 light second, therefore, the beam is depositing 2E12 W/cm3 in iron at the surface and 7E11 W/cm3 at 0.25 cm depth; 1.2E11 W/cm3 in graphite at the surface and 5E10 W/cm3 at 4 cm depth; and 2E11 W/cm3 in glass at the surface and 7E10 W/cm3 at 2.5 cm depth. Using 6E4 J/cm3 to vaporize iron initially at 300 K, we find that iron flashes to vapor within a microsecond to a depth of 0.9 cm. The glass, assumed to take 4.5E4 J/cm3 to vaporize (roughly appropriate for quartz) will flash to vapor within a microsecond to a depth of 4 cm within a microsecond. Graphite, at 1E5 J/cm3 for vaporization, will flash to vapor to a depth of 0.7 cm within a microsecond (the laser performs better if we let it dwell on graphite for a bit longer, we get a vaporization depth of 10 cm after ten microseconds).
Net conclusion - ravening death beam at one light second.
Now lets look at one light minute. The beam is now 30 cm across. This is much deeper than the attenuation length in all cases, so we will just find the radiant intensity and the equilibrium black body temperature of that intensity. We have an area of 7E-2 m2, and an intensity of 1.4E8 W/m2. You need to reach 7000 K before the irradiated surface is radiating as much energy away as heat as it is receiving as coherent x-rays. The boiling point of iron is 3023 K, the boiling point of quartz is 2503 K, and the sublimation temperature of graphite is 3640 K. All of these will be vaporized long before they stop gaining heat. At this range, the iron is subject to 5.6E8 W/cm3 at the surface, the graphite to 3.3E7 W/cm3 at the surface, and the glass to 5.6E7 W/cm3 at the surface. Using the above values for energy of vaporization, we get about 0.1 milliseconds before the iron starts to vaporize, 0.8 milliseconds before the glass starts to vaporize, and 3 milliseconds before the graphite begins to vaporize (because of its long attenuation length, once it begins to sublimate, graphite sublimates rapidly to a deep depth, while you essentially have to remove the iron layer by layer).
Net conclusion - still a ravening death beam at one light minute.
What about at one light hour? The beam is 18 meters across. The equilibrium black body temperature is 900 K. This is well below the melting point of most structural materials. Ten megawatts, however, is a lot of ionizing radiation. Any unhardened vehicle will be radiation killed at these ranges.
However, he goes on to note that in order to boost electrons to the velocities required for an X-ray free electron laser, you will need an acceleration ring approximately one kilometer in diameter. So this X-ray laser would only be suitable for exceedingly huge warships, orbital fortresses, and Death Stars.
A more scientifically plausible but much less dramatic laser weapon is the combat mirror. In this scheme, the spacecraft doesn't have a laser, just a large parabolic mirror. The laser is several million miles away, on a freaking huge solar power array orbiting your home planet. You aim the mirror so it will do a bank shot from the distant laser to your target and tell the laser crew to let'er rip. About fifteen minutes later the diffuse laser beam arrives, and your parabolic mirror focuses it down to a megaJoule pinpoint on your target.
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And don't think that lasers will automatically hit their targets either. There are many factors that can cause a miss. Off the top of his head, Dr. John Schilling mentions:
And we haven't even begun to include target countermeasures... |
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Particle BeamsParticle beam weapons use a similar principle to the one being utilized in the computer monitor aimed at your face right now (unless you are one of those lucky people who has a flat-panel monitor). Electrons or ions are accelerated by charged grids into a beam. They work much better in the vacuum of space than in an atmosphere, which is why there is no air inside the cathode-ray tube of your monitor. Laboratory scale electron beams can have efficiencies up to 90%, but scaling up the power into a weapon-grade beam will make that efficiency plummet. Particle beams have a advantage over lasers in that the particles have more impact damage on the target than the massless photons of a laser beam. There is better penetration as well, with the penetration climbing rapidly as the energy per particle increases. Particle beams deposit their energy up to several centimeters into the target, compared to the surface deposit done by lasers. |
They have a disadvantage of possessing a much shorter range. The beam tends to expand the further it travels, reducing the damage density ("electrostatic bloom"). This is because all the particles in the beam have the same charge, and like charges repel, remember? Self-repulsion severely limits the density of the beam, and thus its power.
They also can be deflected by charged fields, unlike lasers. Whether the fields are natural ones around planets or artificial defense fields around spacecraft, the same fields used to accelerate the particles in the weapon can be used to fend them off.
Particle beams can be generated by linear accelerators or circular accelerators (AKA "cyclotrons"). Circular accelerators are more compact, but require massive magnets to bend the beam into a circle. This is a liability on a spacecraft where every gram counts. Linear accelerators do not require such magnets, but they can be inconveniently long.
Another challenge of producing a viable particle beam weapon is that the accelerator requires both high current and high energy. We are talking current on the order of thousand of amperes and energy on the order of gigawatts. About 1e11 to 1e12 watts over a period of 100 nanoseconds. The short time scale probably means quick power from a slowly charged capacitor bank, similar to the arrangement in a typical camera strobe. You want a very thin beam with a very high particle density, the thinner the better and the more particles the better. The faster the particles move the more particles will be in the beam over a given time, i.e., the higher the "beam particle current" and the faster this current flows, the more energy the beam will contain.
The power density is such that the accelerator would probably burn out if operated in continuous mode. It will probably be used in nanosecond pulses.
Protons are 1836 times more massive than electrons, so proton beams expand only 1/1836 times as fast as electron beams and are 1836 times harder to deflect with charged fields. Of course they also require 1836 times as much power to accelerate the protons to the same velocity as the electrons.
It is possible to neutralize the beam by adding electrons to accelerated nuclei, or subtracting electrons from negative ions. While this will eliminate electrostatic bloom, the neutralization process will also defocus the beam (to a lesser extent). As a rough guess, maximum particle beam range will be about the same as a very short-ranged laser cannon.
For a neutral particle beam, the divergence angle is influenced by: traverse motion induced by accelerator, focusing magnets operating differently on particles of different energies, and glancing collision occurring during the neutralization process. The first two can be controlled, the last cannot (due to Heisenberg's Uncertainty Principle). The divergence angle will be from one to four microradians, compared to 0.2 for conventional lasers and 20 for bomb-pumped lasers.
The source of the particles for the beam come from sophisticated gadgets with weird names like "autoresonantors", "inertial homopolar generators", and "Dundnikov surface plasma negative ion sources".
Dr. Geoffrey A. Landis had this to say:
Particle beams disperse for a lot more reasons than laser beams, unfortunately, so it's harder to give a simple formula. It will depend on things like magnetic and electric fields in the region between the source and the target (if the particles have spin, for example, they will couple to the magnetic field gradient even if they are neutral).
However, for a neutral particle beam traversing empty, field-free space, the dispersion is proportional to the temperature of the beam. Using, for the sake of a simple example, a mercury ion beam (dispersion decreases proportional to square root of atomic mass, and mercury is a convenient high-mass atom that ionizes easily), the lateral (spreading rate) velocity of the beam is:
V = 1.4 SQRT(T) m/sec, for T in Kelvins
To calculate the actual angular spread of the beam, you need to know the beam velocity. For a quick calculation, you could say it's no more than the speed of light, 300,000,000 m/sec. So the dispersion in nano-radians is 5 SQRT(T).
So, for a beam with an effective temperature of, say, 1000K, dispersion for mercury is 150 nR, or 0.15 micro-radians. Dispersion at a distance of 100,000 km would be 0.015 km, or 15 meters. A hydrogen beam would disperse SQRT(80)= 9 times more.
[note that if the beam is actually relativistic, you have to apply a relativistic correction, which I'll ignore here.]
I'm not sure I have this correct, but to put this in useful form:
θ = (5e-9 * Sqrt[BT]) * Sqrt[80/Bn]
where:
BT = beam temperature (Kelvin)
Bn = atomic number of element composing the beam (Uranium = 92, Mercury = 80, Zirconium = 30, Calcium = 20, Neon = 10, Hydrogen = 1)
θ = Beam divergence angle (radians)
RT = Tan(θ) * D
where:
D = distance from particle beam emitter to target (m)
RT = radius of beam at target (m)
...making sure that Tan() is set to handle radians, not degrees. Or as one big ugly unified equation:
RT = Tan((5e-9 * Sqrt[BT]) * Sqrt[80/Bn]) * D
...again making sure that Tan() is set to handle radians, not degrees. I must stress I derived this equation myself, so there is a chance it is incorrect. Use at your own risk.
While particles cannot travel at the speed of light, they can get close enough that it is hard to tell the difference. Unfortunately, particle beams do obey the inverse-square law.
A beam of neutrons does not suffer from electrostatic bloom since they have no charge, nor could they be deflected by charged fields. However, this also means it is difficult to accelerate the neutrons in the first place (and if you discovered a new way to do it, chances are it too could be used as a defense). Without electrostatic bloom neutron beams are only limited by "thermal bloom". Brett Evill says this will give a neutron beam an effective range of 10,000 km, but he doesn't mention the details of this estimate. Nelson Navarro is of the opinion that a science fictional heavy neutron beam could be produced by a science fictionally efficient method of breaking up deuterium nuclei.
Another problem is one shared by ion drives, the "space charge." If you keep shooting off electron beams you will build up a strong positive charge on your ship. At some point the charge will become strong enough to bend the beam. And the moment your ship tries to dock with another it will be similar to scuffing your shoes on the rug and touching the doorknob. Except instead of a tiny spark it will be a huge arc that will blow all your circuit breakers and spot-weld the ships together.
Don't try to neutralize the charge by firing off positively charged proton beams. John Schilling warns that space is filled with an extremely low-density, but conductive, plasma. You try to eject charge from your ship, and the ship itself becomes part of a current loop. Not only is the current flowing through the hull (or trying to) likely to cause problems, but all those electrons or protons being sucked in produce X-rays on hitting the hull.
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Powering up a particle beam to the point where it can cut armor is difficult. But there is another option: death by "Bremsstrahlung". |
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Consider the x-ray tube in your dentist's office. It is basically an electron beam striking a metal target. Now, what if the electron beam was a particle beam weapon and the metal target was the hull of the enemy spacecraft? A hypothetical observer on the far side of the ship could make a nifty x-ray photo revealing the skeletons of crew members dying in agony of radiation poisoning. Please note that Bremsstrahlung only occurs with charged particle beams, it doesn't happen with beams of neutrons. |
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The particle beam weapons postulated for Star Wars missile defense were to disable missiles by damaging the sensitive electronics via radiation, not by carving the missiles into pieces. An APS directed-energy weapons study written for the Strategic Defense Initiative estimated that in order to disable an ICBM, a particle beam had power requirements between 100 and 1,000 megawatts, depending on range and retargeting rate. |
Anthony Jackson says if you crank up your particles to a few GeV per nucleon they will be in the soft end of the spectrum of primary cosmic rays. Each particle will be highly penetrating, and you no longer need to actually focus the beam. Just apply a couple megajoules per square meter and everything dies (unless it's behind a huge amount of shielding or is basically operating at pre-microchip levels of automation. Neither is an option for a surface mounted weapon turret.). We are talking about a surface radiation level of over 500 grays. Such a cosmic ray beam would require armor with a [#TVT TVT] (for radiation purposes) peaking at 200-300 g/cm2.
Also note that if the particles are moving a relativistic velocities higher than, say, 90% c, you will have about the same energy release if the particles are matter or antimatter. In other words, it is pointless for relativistic particle beam weapons to use antimatter, with all the added complexity due to antimatter manufacture and storage.
Ships that expect to be fired upon by particle beam weapons would be well advised to add a layer of paraffin or other [rocket3ah.html#radarmor particle radiation armor] on the outside of their metal hull, to prevent the beam from generating Bremsstrahlung with the hull.
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Kinetic Kill WeaponsKinetic Kill weapons are unguided missiles that have no warheads. Bullets and artillery shells in other words. They can be a simple as a bucket of rocks dumped in the ship's wake. Since they are basically solid lumps of matter they are much cheaper than a missile. They cannot be jammed, but by the same token they do not home in on the target. The damage they do depends upon the relative velocity between the kinetic lump and the target ship. A sort of hybrid would be a missile which explodes into a cloud of deadly shrapnel that the enemy ship plows through, screaming. |
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The damage inflicted can be calculated by the equation below. The same equations will also apply when one ship rams another, of course with added damage from exploding missile magazines, unstable fuel supplies, and out of control power plants. In a ramming, you will have to calculate the equation twice, once to figure damage inflicted on the rammed ship, the second time to calculate damage inflicted on the ramming ship. To get some idea of the amount of damage represented by a given amount of Joules, refer to the [#boom Boom Table] Eric Rozier has an on-line calculator for kinetic kill weapons. Please note that it is relative velocity that is important. If your ship is quote "standing still" unquote, and if the enemy is tearing past you at seven kilometers per second, and if you leisurely toss an empty beer can into the path of the enemy, the relative velocity will be 7 km/s and the beer can will do severe damage to the enemy ship (if the beer can masses 0.1 kilogram, it will do 2,450,000 Joules of damage). So even though the beer can has practically zero velocity from your standpoint, from the standpoint of the soon-to-be-noseless ship the can has the velocity of a bat out of you-know-where. |
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Ke = 0.5 * M * V2
where:
Ke = kinetic energy (Joules)
M = mass of projectile (kg)
V = velocity of projectile relative to target (m/s)
Wp = Ke * (1 / We)
where:
Wp = power required by weapon to fire one projectile (Joules)
Ke = kinetic energy of one weapon projectile (Joules)
We = efficiency of the weapon (0.0 = 0%, 1.0 = 100%)
Rick Robinson's First Law of Space Combat states that "An object impacting at 3 km/sec delivers kinetic energy equal to its mass in TNT." In other words there are 4,500,000 joules in one kilogram of TNT (3,0002m/s * 0.5 = 4.5e6). This means a stupid bolder traveling at 2,000 km/sec relative has about 400 kilo-Ricks of damage (i.e., each ton of rock will do the damage equivalent of 2e12 / 4.5e6 = 400 kilotons of TNT or about 20 Hiroshima bombs combined).
Ricks = (0.5 * V2) / 4.5e6
where:
V = velocity of projectile relative to target (m/s)
Ricks = kilograms of TNT worth of kinetic energy per kilogram of projectile
So a projectile moving at 200 km/sec (20,000 m/s) would have about 4,000 Ricks (4 kilo-Ricks) of damage, approximately the same as a standard one-kiloton-yield nuclear weapon. By that I mean it has the same damage per kilogram as a nuke, counting all the nuke's framework, electronics, fissionable material, and whatnot. (for the projectile to do the same damage as a standard nuke, it would need to be the same mass as a standard nuke, about 250 kilograms) A projectile moving at 3,500 km/sec would have about one mega-Rick, which is the same damage per kilogram as the ultra-compact 475-kiloton-yield W-88 nuclear warhead.
As a rule of thumb, anything with more than 100 Ricks (i.e., over 30 km/sec relative) does weapons-grade levels of damage.
And if you are thinking in terms of bombarding your enemy with asteroids, as a rule of thumb an asteroid's mass will be:
Ma = 1.47e4 * (Ra3)
where:
Ma = mass of asteroid (kg) Ra = radius of asteroid (m)
Example: The wet navy battleship Iowa had 16-inch guns. They fired shells which massed about 2000 pounds (907 kg), carried a charge of 145 pounds (54 kg) of high explosive, and traveled at about 820 meters per second. By the kinetic equation above, they contained about 3.0e8 joules of kinetic energy. There are about 4.184e6 joules per kilogram of TNT (which is different from the value used in Rick Robinson's equation, if this annoys you, take it up with him) so the explosive charge contains about 2.3e8 joules of energy.
This means one 16-inch shell does about 3.0e8+2.3e8 = 5.3e8 joules of damage.
Floyd has spent the last 8.6 boring months in the good scoutship Peek-A-Boo, traveling from Mars to Earth in a hohmann orbit. Suddenly he notices a convoy raider from the Asteroid Revolutionary Navy accelerating from low Earth orbit into a Martian hohmann transfer orbit.
Unfortunately for Floyd, scoutships are unarmed. But since the two ships are traveling in opposite directions at a fair speed, anything Floyd can throw at the raider will be good for quite a few Ricks. How massive an object will Floyd have to hurl in order to inflict the same damage as a 16-inch shell?
For the raider to leave LEO and enter Earth Escape orbit takes about 3.17 km/s. To leave Earth Escape and enter Mars Hohmann orbit takes 2.95 km/s. So the raider has about 6.12 km/s relative to Earth.
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Since Floyd is on the opposite leg of an Earth-Mars hohmann, he is also doing 6.12 km/s relative to Earth, but with an opposite vector. So relative to the raider, Floyd moving at 6.12 + 6.12 = 12.24 km/s. Ke = 0.5 * M * V2 therefore M = Ke / (0.5 * V2) Ke = 5.3e8 joules and V = 12,240 m/s so M = 7.08 kg (about 15 pounds). A 15 pound object will do as much damage as a 16-inch shell. At this speed, anything striking the raider will have 16.6 Ricks! Sneaky the cat watches with bright interest as a space-suited Floyd carries the cat's litterbox into the airlock, and empties it into the path of the raider... |
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In AV:T are kinetic weapons called "Kirklin mines" (invented by Kirk Spencer). They are dirt cheap chemical fueled anti-missile weapons, specifically anti-Torch missile weapons. The ideas is that they cost a fraction of the price of a missile, yet can scrag it. Using the magic of relative velocity, all they have to do is get in the way (this is why they are used against torch missiles, if the relative velocity isn't large enough the mine might not do enough damage to mission-kill the missile).
Launched at the proper time a Kirklin mine can either take out the incoming missile while it is too far away to damage the targeted ship, or force the missile to miss the ship entirely in the process of avoiding the mine (if the mine is launched too soon the missile has enough time to zig-zag around it and still kill the ship). Since they are cheaper, a given spacecraft can carry several mines for every missile their equivalent opponent ship has.
The current thinking is the only way a torch missile can avoid being neutralized by Kirklin mines is by becoming a bus carrying sub-missiles and decoys. Of course for a modest increase in cost the mines can become buses as well...
Hypervelocity Weapons
A special type of kinetic weapon is the hypervelocity weapon. These come in two types: rail guns and coil guns.
However, once the speed of the projectile surpasses about 14% the speed of light (42,000 kilometers per second), it is no longer a strict hypervelocity weapon, it has become a [#rbomb relativistic weapon].
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RAIL GUNS A rail gun is two highly charged rails. When a conducting projectile is introduced into the breech, it strikes an arc between the rails, and is accelerated down the barrel by Lorentz force. The projectile can be composed of anything, as long as the base will conduct electricity. Sometimes a non-conducting projectile is accelerated using a conducting base plate called a sabot or armature. The maximum velocity of the projectile is about six kilometers per second, which is pretty freaking fast. This would give the projectile about [#firstlaw 3.8 Ricks] worth of damage, e.g., a ten kilogram projectile would have as much striking power as thirty-eight kilograms of TNT. |
Advantages are simple construction, disadvantage is the severe rail erosion each projectile causes, requiring frequent replacement of rails (some prototypes required replacement after each use). The rails need massive braces, since they are under tremendous force trying to repel the rails from each other.
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In 2007, the US Navy demonstrated a railgun prototype. It used about 8 megajoules, but the full scale weapon is designed to use 64 megajoules. By way of comparison, current conventional naval 5-inch guns have the equivalent of 9 megajoules of muzzle energy. The full scale weapon will have a range of 200 to 250 nautical miles, as compared to less than 15 nautical miles for a 5-inch gun. The PR handout said the full scale weapon will have "the punch of a Tomahawk cruise missile", or be the equivalent of "hitting a target with a Ford Taurus at 380 mph." It will also travel the 200-250 nautical miles to the target in about six minutes, as opposed to 8 for a Tomahawk cruise missile. At the peak of its ballistic trajectory, the projectile will reach an altitude of 500,000 feet, or about 95 miles, actually exiting the Earth's atmosphere. We shall see if these rosy predictions pan out. |
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I tried to derive some values for the above weapons system and produced the following analysis. It turned out to be totally wrong, I reproduce it here so you can see my mistakes:
225 nautical miles in six minutes is an average velocity of 463 meters per second. The best estimate I could find in a five minute Google search for the mass of a Ford Taurus is 3111 pounds or about 1400 kg. 3111 pounds at 380 mph is 1400 kg at 170 m/s. Ke = 0.5 * M * V2 so the Ford Taurus will hit with about 2e7 joules or 20 megajoules. About the equivalent of 4.5 kilograms of TNT (170 m/s is about 0.003 Ricks of damage). I guess the other 44 megajoules are lost due to wind resistance.
Working the other way, we can take the 463 m/s average velocity and the 64 megajoule power consumption. Ke = 0.5 * M * V2 therefore M = Ke / (0.5 * V2). This means the projectile mass is around 600 kg.
As I said, the above analysis is incorrect. Lucky for me, a gentleman named Thomas Rigby appeared and set matters straight:
Thomas Rigby:
I noticed some deficiencies in your analysis of the Navy's proposed 64 MJ railgun system, particularly in your derived velocity. The M1 Abrams main gun fires a FSAPDA round somewhere between 1200 and 1800 m/s (can�t remember exactly), so why would the Navy put so much unto a system that only fires at a third the velocity?
I also remember reading a Popular Science article on the new features of the DD(X) project, one of which is the railgun. According to the article the railgun would fire a 40 pound projectile (about 18.2 kg) with a Mach 8 muzzle velocity and Mach 7 velocity at the target. A quick calculation (setting speed of sound a 343 m/s):
KE = ½ (18.2 kg) (2401 m/s)2 = 52.46 MJ
KE = ½ (18.2 kg) (2744 m/s)2 = 68.52 MJ
Which compares much more favorably as a weapon system. Derived values can easily be obtain close to these numbers
We�ll take the average range, 225 nmi, for the calculations. Of course we can�t just convert 225 straight to meters, since a nautical mile is a bit over 15% longer than a standard mile (about 6076 feet). After converting to miles we can go to meters (or go straight from nmi to meters, if your calculator has a bunch of built-in conversion factors):
1nmi = 1.151mi
225nmi (1.151nmi / mi) = 258.975mi
1mi = 1.609km = 1609m
x = (258.975mi) (1609m / mi) = 416690.775m
Real Value: 416700 m
Dividing by the time (6 min / 360 sec):
Vx = 416700m / 360s = 1157.5 m/s
Which s a far more appropriate velocity for a kinetic kill weapon. However, this is only part of the velocity. The railgun fires in a parabolic arc, getting almost 95 miles up. Assuming the Earth is flat, and the projectile is launched and lands at the same height, this part of the velocity component is easy to calculate. In theory the projectile reaches its maximum height half way through the journey, or at 3 min - 180 s. We can put this into the gravity-displacement equation to determine the speed. A height of 95 miles (500,000 feet) is about 152400 m.
h = -4.9t2 + vt ⇒ v = (h / t) + 4.9t
Vy = (152400m / 180s) + (4.9 m/s2)(180s) = 1728.67 m/s
Now we can combine the two velocity components to determine the actual velocity, by Pythagorean Theorem.
VT = √(1157.52 + 1728.672) = 2080.41 m/s
Which is much closer to the Mach 7 value that the Navy claims the projectile hits at. Using this value to calculate the kinetic energy:
KE = ½ (18.2 kg) (2080 m/s)2 ≈ 39 MJ
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COIL GUNS Coil guns or mass drivers are a series of donut shaped electromagnetic coils (Philip Eklund calls it a "centipede gun", in the Traveler role playing game they are called "gauss guns") A projectile composed of some conductive but non-magnetic material is introduced into the first coil. The coil is energized so it repels the projectile and the next coil is energized so it attracts the projectile. When the projectile reaches the second coil, the second switches to repulsion and the third starts attracting, and so on. Advantages are a much lower power consumption than an equivalent rail gun. Disadvantages are the massive power switches required. Each individual coil needs bracing, as they are under tremendous force trying to expand the coil. |
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Note that one can use the kinetic energy equation above to see how much power the railgun or coilgun will require for each shot. Since these weapons are nowhere near 100% efficient, you will quickly discover that these weapons are power hogs. When these weapons are armed they will be carrying plenty of electricity. If they are damaged by enemy weapons fire, there will probably be plenty of high-voltage fireworks, at least inside of the ship. I am unsure if there will be much arcing outside of the ship unless the ship is venting gas by accident (atmosphere through a hull breach) or design (open-cycle cooling gas). Also note that as the guns get more powerful, the more recoil they will have. Indeed, they will approach being auxiliary propulsion systems. If such a gun was optimized as a propulsion system it is called a [rocket3c2.html#massdriver mass driver"]. To calculate parameters of your coilguns, Eric Henry has an Excel Spreadsheet. |
Ken Burnside notes how difficult it is to calculate the damage caused by a solid shell:
In terms of how ships survive taking damage, there is also the matter of rate of deposition to the target and area of deposition.
Basically, you're poking holes in a compartmentalized object. Unlike an aircraft, or a submarine, the outside environment isn't that hazardous. It doesn't take much damage to make a jet fighter unflyable at air combat speeds. Getting hit with a torpedo in a sub can cause the hull to collapse.
Hitting a spaceship won't cause it to pop like a balloon. There's likely a swath of compartments that are uninhabitable at this point...but the ship can still fight.
For example, an M1A2's main gun is about a 5" naval gun -- firing an armor piercing round, at a target that wouldn't quite actually be a full sized Naval compartment. Very rarely does it leave an exit wound in the back of an enemy tank, which is the indicator of what it would do to the NEXT compartment of a ship. It WILL destroy everything in that compartment, unless its blunted by hitting an engine in the way (like the Merkava design of the IDF).
For point of reference, an M1A2's round has a velocity of about 1600-1700 m/s. Mass between 3.5 and 4 kg, diameter about 2.5 cm.
Quite simply, there isn't a lot known about the interaction dynamics of objects impacting at 1.5+ kips. One field says that they'll turn into a plasma spray (more or less what happens when a tank round hits a tank...), which limits their damage to the compartment hit. Another says they'll get a plasma sheathe and go through multiple compartments shedding a bit of energy (but far less than the total carried by the round) in each, and exit the back of the ship.
Either of these makes for a more interesting fight than "gee, one hit, one kill, no stealth."
Isaac Kuo is of the opinion that hypervelocity weapons will have limited penetration. He notes that a projectile has both kinetic energy and momentum. Momentum is what keeps the projectile moving in its direction of motion.
Now, if you look at the equations for kinetic energy and momentum, you will note that as the velocity rises the kinetic energy goes up much faster than momentum (1/2 velocity squared vs just plain velocity).
Ke = 0.5 * M * V2
p = M * V
So Mr. Kuo figures that the greater your ratio of kinetic energy to momentum, the more spherical the resulting explosion and the less penetration into the interior you will get. This means hypervelocity weapons can be stopped (for a while) by a Whipple shield (until it is shot full of holes). Whipple shields are set at some distance from the hull, if the spacing is larger than the radius of the explosion, the shield takes damage but the hull does not.
I'm still looking for more details on this, especially the mathematical relationship between the ratio and the explosion sphericality.
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MissilesMissiles are small drone spacecraft that chase enemy ships and attack them with their warheads. It can have its own propulsion unit, or be launched by a coilgun and just use small guidance jets. It can carry a single warhead, or be a "bus" carrying multiple warheads. Or multiple mini-missiles. Go to The Tough Guide to the Known Galaxy and read the entry "MISSILE" One of the big advantages of missiles over directed energy weapons is that missiles do not generate huge amounts of waste heat on the firing ship. A missile can be pushed off with springs or cold gas. Once clear of the ship, the missile's propulsion system ignites. But then all the waste heat is the missile's problem, not the ships. By the same token, the disadvantage is that missiles are expendables, unlike laser bolts (as Anthony Jackson puts it: "If you're willing to have expendables, you can also have expendable coolant."). When the missile magazine runs dry, the launcher will just make clicking noises. But a laser cannon can fire as long as it has electricity. |
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The second advantage of missiles over directed energy weapons is that (depending upon the warhead) most missiles are not subject to the inverse square law. Laser bolts grow weaker with distance but a nuclear warhead has the same strength no matter how far the missile travels. However, laser bolts cannot be neutralized by [rocket3y.html#pointdefense point defense]. The warhead is generally a [#nuke nuclear weapon] but others are possible. One possibility is a single-shot coilgun firing a kinetic weapon. Another type of warhead is an explosive charge coated with shrapnel, designed to deliver a cloud of kinetic kill masses into the path of the target spacecraft. A third type is the [#submunition "submunition"]. Of course the simplest is no warhead at all, making the structure of the missile an impromptu kinetic kill weapon. According to the [#firstlaw first law of space combat], above about a three km/s relative velocity difference a chemical explosive warhead is superfluous. Rick Robinson says that at these speeds the only reason for conventional explosives is for the bursting charge on a shrapnel cloud. |
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Rick Robinson suggested that the term "torpedo" be used for a missile that has acceleration capacities comparable to a spacecraft, while the term "missile" or "torch missile" be used for those that have somewhat more acceleration than spacecraft. In GURPS: Transhuman Space they use the term "Autonomous Kill Vehicle" (AKV) instead of torpedo. To be an effective weapon, missiles have to have acceleration abilities at least as good as the target ship. Rick Robinson says "Basically you have to make your ship drive, or something comparable to your ship drive, small enough and cheap enough for a one-shot weapon." Some drive technologies cannot be squeezed down since they have a minimum size. Rick also notes that missiles have stupendous range. If your spacecraft can cross the solar system, so can your missiles. Unless it runs out of propellant or is scragged by hostile point defense, missiles will Always Hit. |
3D artist Scott Halls has made an amazing website illustrating technical information about Peter F. Hamilton's Night's Dawn trilogy. Above are the "Combat Wasps", which are a sort of armed drone. Left to right are the Kinetic Harpoon, Electronic Warfare, Fusion Torpedo, and Particle Beam Cannon Wasps. You can read all the details here.
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Unconventional (Far-out) WeaponsThis is a catch-all for things that do not resemble guns yet still can inflict damage on an opposing spacecraft.
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Any Star Trek fan can tell you that when it comes to the most bang for your buck, you can't beat antimatter (sometimes called "Contra-terrene" or [rocket3Notes.html#seetee "Seetee"]). How much bang? Well, in theory if you mix one gram of matter with one gram of antimatter you should get 1.8e14 joules of energy or about 43 kilotons. Why 1.8e14 joules? Surely you remember Einstein's famous E = Mc2. c is the speed of light which is 299,792,458 meters per second. Squared it is 89,875,517,900,000,000 or about 9.0e16. M is mass in kilograms and E is energy in joules. So 0.002 kilograms (2 grams) times 9.0e16 equals 1.8e14 joules. QED. |
Once more, to get some idea of the amount of damage represented by a given amount of Joules, refer to the [#boom Boom Table]
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And remember from the discussion about [#nuke nuclear weapons] that there are 4.184e12 joules in a kiloton and 4.184e15 joules in a megaton. So simply: Ekt = M * 42961.6 |
If you are interested, 42961.6 is from (9.0e16 * 2) / 4.184e12 where 9.0e16 = c2, 4.184e12 = joules in a kiloton, 2 = 1 unit of matter + 1 unit of antimatter.
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But in practice it ain't gonna be anywhere near that much. The trouble is trying to use this as a bomb. It is much easier to extract all the energy from a matter-antimatter reaction if you do it in a slow controlled fashion, say in a power plant or a propulsion system. An antimatter particle beam is more difficult. Making an explosion (in vacuum) is downright hard. Consider two bricks, one of matter and one of antimatter. Watch as they hit each other. The atoms and antiatoms just on the surface will come into contact and annihilate each other. This creates an explosion. Which is perfectly placed to push the two bricks apart with incredible force, preventing the rest of the atoms and antiatoms from coming into contact. (actually it will probably vaporize the bricks and blow the vapor away, which amounts to the same thing) |
You may get close to 100% of the antimatter reacting if you, say, drop the antimatter chunk onto a planet, but getting that efficiency with a warhead exploding in the matter-less depths of deep space is much more difficult. You may be lucky to get 10%. Naturally as the state-of-the-art of antimatter warhead design advances, this percentage will rise.
The second problem is that not all the energy from the blast is dangerous. Some of it is in the form of neutrinos, which are utterly harmless (you know, those slippery little customers who can fly through one light year of solid lead like nothing is there).
First off, a particle will only annihilate with the corresponding anti-particle. This means if an electron hits an anti-proton, they will just bounce off each other (actually, protons and antineutrons sometime annihilate, and vice versa).
The good news for antimatter bomb makers is that electron-positron annihilations create flaming death in the form of a pair of deadly gamma rays. However, this is tempered by the unfortunate fact that electrons and positrons are approximately 1/1836 the mass of protons and other nucleons, and there are about 2.5 times as many nucleons as electrons. This means we can more or less ignore the energy contribution from electron-positron annihilation.
The trouble is with proton-antiproton annihilations. This produces (on average) two neutral and three charged pions. The neutral pions cooperate by almost instantly decaying into gamma rays.
The charged pions though, are a pain in the posterior, er, ah, behave most inconveniently. Assuming that they are zipping along at about 0.94c, they will on average only make it to about 21 meters from ground zero before decaying into mostly harmless muons and neutrinos. If the intended target is farther away than that, the blast energy that is composed of charged pions is totally wasted. Accurate figures are hard to come by, but from what I've managed to dig up, something like 30% of the energy from proton-antiproton annihilation is going to be wasted as harmless muons and neutrinos. At worst, 4/9ths of the energy (44.4%) will be deadly (3/9ths are the helpful neutral pions decaying into gamma rays, 1/9th are muons decaying into electrons). At best, 100% of the energy will be deadly. My expert said that the deadly energy percent will normally be over 70%. So conservatively one can take 70% as the deadly percent, or optimistically take 85% (the average of 70% and 100%) as the percent. You can read all the gory details here.
Putting it all together, our new (conservative) formulae will be:
EktB = M * 42961.6 * 0.7 * Rf
or
EktB = M * 30073.1 * Rf
EmtB = M * 43.0 * 0.7 * Rf
or
EmtB = M * 30.1 * Rf
where:
EktB = deadly blast energy (kilotons)
EmtB = deadly blast energy (megatons)
M = mass of antimatter (kilograms)
Rf = reaction factor, percentage of the matter and antimatter that manages to annihilate before the rest is blown apart. 1.0 if you are an optimist, 0.1 if you are a pessimist, or a point in between that varies according to the technological level of the bomb-maker.
Example: Given a warhead with one gram of antimatter, an optimist will say it will blow up with a force of 0.001 * 30073.1 * 1.0 = 30.1 kilotons and a pessimist will say 0.001 * 30073.1 * 0.1 = 3.0 kilotons.
Also note that, for the most part, antimatter particle beam weapons are a [#antiparticlebeam waste of good antimatter].
The gamma-ray flux from an antimatter annihilation can be strong enough to transmute some elements into radioactive isotopes. This happens by the photoneutron process. The cross-section of this is quite low, but the gamma-ray flux can be quite high. And I am also informed that the charged pions may be short-lived, but they have a high cross-section and will do all sorts of interesting things to atomic nuclei. Apparently the higher the mass of the element transmuted, the longer lived it is as a radioisotope. I will get back to you when I manage to find some hard numbers.
As a side note, electron-positron annihilation produces two gamma rays with precisely an energy of 511 keV. Which means this is a dead giveaway for antimatter use. As you zip along in your antimatter powered rocket, everybody within a couple of light-years will be able to see a fool broadcasting the fact that their rocket contains militarily significant amounts of antimatter. If you head towards an alien race's home planet, you may inadvertently frighten them into giving you a very [rocket3aa.html#killingstar hot reception].
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Unsurprisingly, it is very difficult to safely contain antimatter. Earnshaw's theorem proves that no set of static charges can be used to create a stable trap. The best you can do is metastable, and the vast majority of configurations are actively unstable. You need to cheat with nonstationary fields, as in a 'Paul Trap'. Dr. Robert Forward spoke of storing antimatter in the form of a frozen snowball of anti-hydrogen at temperatures below two Kelvin, levitated in a magnetic field to avoid contact with the chamber wall. In a vacuum, of course. The cold temperature is to keep the blasted stuff from sublimating any anti-atoms from the surface and starting an annihilation reaction with the chamber. There will be some infrequent annihilation events caused by stray cosmic rays, but these should not be a problem. |
If you are using your ball of antimatter as a fuel source instead of a bomb, Dr. Forward suggests extracting antimatter fuel from the chamber by using ultraviolet lasers. The lasers ionize a bit of anti-hydrogen from the snowball, which is captured by tailored electrostatic fields and piped to the engine. To insure the snowball's mass is not removed asymmetrically (which would destabilize the magnetic levitation), it is spun on its axis while under the laser.
Current particle accelerators are horribly inefficient at generating antimatter, but Dr. Forward says this is because they were designed by physicists, not industrial engineers. He is of the opinion that a dedicated antimatter factory built with current technology could approach 0.01% efficiency (which isn't good but is still about 6000 times better than Fermilab). The theoretical maximum is 50% efficiency due to the pesky Law of Baryon Number Conservation (which demands that when turning energy into matter, equal amounts of matter and antimatter must be created).
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Relativistic weapons are [#kinetic kinetic-kill weapons] where the projectile moves faster than 14% the speed of light (42,000 kilometers per second or so) although the real fun doesn't start until about 90% the speed of light. Refer to the [rocket3aj.html#relativity gamma chart]. They are sometimes called "R-bombs." Such weapons do incredible amounts of damage, but by the same token they require absurd amounts of energy (refer to second equation below). They are very likely to remain science-fictional for centuries to come. Even more so than kinetic-kill weapons, an actual warhead adds very little to the total damage inflicted. Note that at 86.6% the speed of light the amount of kinetic energy is equal to the rest mass, which means that the projectile will inflict upon the target the same energy as if it was composed of pure antimatter. Well, actually it will just contain that much energy, as Ken Burnside mentioned [#pokethrough above], in many cases the projectile will penetrate the target and exit the back of the ship while still containing joules of damage it failed to inflict on the target. |
At such speeds, the [#kequation kinetic kill equation] is no longer accurate. Instead, the following equation is used. Remember that this not only tells how much kinetic damage the projectile will do to the target, it is also the minimum amount of energy the weapon will consume when it fires a round.
Again, to get some idea of the amount of damage represented by a given amount of Joules, refer to the [#boom Boom Table]
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Ker = ((1/sqrt(1 - (V2/C2))) - 1) * M * C2 Ker = ((1/sqrt(1 - (V2/9e16))) - 1) * M * 9e16 Ker = ((1/sqrt(1 - P2)) - 1) * M * 9e16 where: |
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And as before
Wp = Ker * (1 / We)
where:
Wp = power required by weapon to fire one projectile (Joules)
Ker = kinetic energy of one weapon projectile (Joules)
We = efficiency of the weapon (0.0 = 0%, 1.0 = 100%)
Example: How much damage would the 7 kilograms of used kitty litter from Sneaky the cat's litterbox inflict if it was traveling at a velocity of 90% c?
Ker = ((1/sqrt(1 - P2)) - 1) * M * 9e16
Ker = ((1/sqrt(1 - 0.92)) - 1) * 7 * 9e16
Ker = 8.2e17 Joules, about 195 megatons.
Not bad, for kitty litter.
But a civilization that does gain the ability to create relativistic kinetic-kill weapons becomes a [rocket3aa.html#killingstar deadly threat] to any and all alien civilizations in range.
Iain Paterson did some calculations which produced some surprising results.
I had this image of putting a relatively small payload on top of a bloody massive conventional booster and firing it of -- the poor mans R-bomb i guess -- but after looking at some calculations this doesn�t look likely.
From the kinetic energy equation and Tsiolkovsky�s equation you get:
E = 1/2 * Mpayload * (Vexhaust * ln(R))2
E = 1/2 * (Mtotal / R) * (Vexhaust * ln(R))2
Differentiating with respect to R and setting equal to zero gives the mass ratio that gives the maximum energy. Canceling terms gives that:
R = E * 2
Vfinal_Ideal = 2 * Vexhaust
This is rather surprising to me though I suppose it makes sense: at higher velocities there is a greater kinetic energy per mass but it requires a huge amount of fuel to get to that velocity. After reaching this velocity any additional acceleration REDUCES the energy impacted on the target so you might as well shut off the engines and let it coast.
I worked it out for other cases as well, for 2 ships that are approaching each other before one fires a missile you get
R = e(2-γ)
where γ (gamma) is the ratio of the approach velocity to the exhaust velocity although this again gives that the missile should impact with a relative velocity of twice its exhaust velocity.
The final case is for relativistic velocities (although being fired from ships that are stationary with respect to each other otherwise the maths is really nasty!) and you get:
R = ((c + Vexhaust) / (c - Vexhaust))2
Vfinal_ideal = 2 * Vexhaust / (1 + (Vexhaust / c)2)
note that for V«c, Vf = 2 * Vexhaust. And for V~c, Vf = c.
So is it just me or does this completely defy the concept of the poor-mans R-bomb so that instead it requires some sort of some handwavium total-conversion drive?
Also this shows that to be effective a kinetic-missile must have a high exhaust velocity, not just a lot of fuel. While I suppose in order to evade point defense they need to be going faster but every extra second of thrust would reduce the damage inflicted to the target.
Isaac Kuo agrees:
Mr. Paterson is optimizing a more plausible scenario. His "poor man's R-bomb" is constrained by a particular exhaust velocity, and the question is how to squeeze the maximum kinetic energy into the payload. I'm not sure whether his analysis is correct, but it seems plausible.
The optimum energy efficiency would actually be reached at an terminal velocity equal to the exhaust velocity. But that doesn't seem to be the objective of the poor man's R-bomb. The poor man's R-bomb seems to be limited by loaded mass rather than energy budget. You don't use any sacrificial propellant at all, you just use pure fuel at the maximum exhaust velocity you can manage all the way.
Mr. Paterson writes: So is it just me or does this completely defy the concept of the poor-mans R-bomb so that instead it requires some sort of some handwavium total-conversion drive?
His conclusion is essentially correct, if we assume the poor man's R-bomb must be internally powered.
Still, this is nothing new to those of us who have seriously considered the problem of fast interstellar propulsion. We gave up on the idea of internal power for fast interstellar propulsion years ago, on the pretty obvious grounds that no fuel has a sufficient (usable) energy density. If you want to reach high relativistic speeds, you should use external power--either in the form of a laser beam or particle beam or "runway" track or relativistic kinetic impactors.
From The Killing Star by Charles Pelligrino and George Zebrowski (you really should read this book):
All the energy put into achieving that velocity had transformed the Intruder into a kinetic storage device of nightmarish design. If it struck a world, every gram of the vessel�s substance would be received by that world as the target in a linear accelerator receives a spray of relativistic buckshot. Someone, somewhere, had built and was putting to use a relativistic bomb -- a giant, roving atom smasher aimed at worlds...
The gamma-ray shine of the decelerating half was also detectable, but it made no difference. One of the iron rules of relativistic bombardment was that if you could see something approaching at 92 percent of light speed, it was never where you saw it when you saw it, but was practically upon you...
In the forests below, lakes caught the first rays of the rising Sun and threw them back into space. Abandoning the two-dimensional sprawl of twentieth-century cities, Sri Lanka Tower, and others like it, had been erected in the world�s rain forests and farmlands, leaving the countryside virtually uninhabited. Even in Africa, where more than a hundred city arcologies had risen, nature was beginning to renew itself. It was a good day to be alive, she told herself, taking in the peace of the garden. Then, looking east, she saw it coming -- at least her eyes began to register it -- but her optic nerves did not last long enough to transmit what the eyes had seen.
It was quite small for what it could do -- small enough to fit into an average-sized living room -- but it was moving at 92 percent of light speed when it touched Earth�s atmosphere. A spear point of light appeared, so intense that the air below snapped away from it, creating a low-density tunnel through which the object descended. The walls of the tunnel were a plasma boundary layer, six and a half kilometers wide and more than 160 deep -- the flaming spear that Virginia�s eyes began to register -- with every square foot of its surface radiating a trillion watts, and still its destructive potential was but fractionally spent.
Thirty-three kilometers above the Indian Ocean, the point began to encounter too much air. It tunneled down only eight kilometers more, then stalled and detonated, less than two-thousandths of a second after crossing the orbits of Earth�s nearest artificial satellites.
Virginia was more than three hundred kilometers away when the light burst toward her. Every nerve ending in her body began to record a strange, prickling sensation -- the sheer pressure of photons trying to push her backward. No shadows were cast anywhere in the tower, so bright was the glare. It pierced walls, ceramic beams, notepads, and people -- four hundred thousand people. The maglev terminal connecting Sri Lanka Tower to London and Sydney, the waste treatment centers that sustained the lakes and farms, all the shops, theaters, and apartments liquefied instantly. The structure began to slip and crash like a giant waterfall, but gravity could not yank it down fast enough. The Tower became vapor before it could fall half a meter. At the vanished city�s feet, the trees of the forest were no longer able to cast shadows; they had themselves become long shadows of carbonized dust on the ground.
In Kandy and Columbo, where sidewalks steamed, the relativistic onslaught was unfinished. The electromagnetic pulse alone killed every living thing as far away as Bombay and the Maldives. All of India south of the Godavari River became an instant microwave oven. Nearer the epicenter, Demon Rock glowed with a fierce red heat, then fractured down its center, as if to herald the second coming of the tyrant it memorialized. The air blast followed, surging out of the Indian Ocean -- faster than sound -- flattening whatever still stood. As it slashed north through Jaffna and Madurai, the wave front was met and overpowered by shocks rushing out from strikes in central and southern India.
Across the face of the planet, without warning, thousands of flaming swords pierced the sky...
Then out of no where -- out of the deep impersonal nowhere -- came a bombardment that even the science fiction writers had failed to entertain.
Just nine days short of America�s tricentennial celebrations, every inhabited planetary surface in the solar system had been wiped clean by relativistic bombs. Research centers on Mars, Europa, and Ganymede were silent; even tiny Phobos and Moo-kau were silent. Port Chaffee was silent. New York, Colombo, Wellington, the Mercury Power Project and the Asimov Array. Silent. Silent. Silent.
A Valkyrie rocket�s transmission of Mercury�s surface had revealed thousands of saucer-shaped depressions where only hours before had existed a planet-spanning carpet of solar panels. The transmission had lasted only a few seconds -- just long enough for Isak to realize there would be no more of the self-replicating robots that had built the array of panels and accelerators, just long enough for him to understand that humanity no longer possessed a fuel source for its antimatter rockets -- and then the transmission had ceased abruptly as the Valkyrie disappeared in a silent white glare.
Presently, most of the station�s scopes and spectrographs were turning Earthward, and Isak found it impossible to believe what they revealed. The Moon rising over Africa from behind Earth was peppered with new fields of craters. The planet below looked like a ball of cotton stained grayish yellow. The top five meters of ocean had boiled off under the assault, and sea level air was three times denser than the day before -- and twice as hot...
The sobering truth is that relativistic civilizations are a potential nightmare to anyone living within range of them. The problem is that objects traveling at an appreciable fraction of light speed are never where you see them when you see them (i.e., light-speed lag). Relativistic rockets, if their owners turn out to be less than benevolent, are both totally unstoppable and totally destructive. A starship weighing in at 1,500 tons (approximately the weight of a fully fueled space shuttle sitting on the launchpad) impacting an earthlike planet at "only" 30 percent of lightspeed will release 1.5 million megatons of energy -- an explosive force equivalent to 150 times today's global nuclear arsenal... (ed note: this means the freaking thing has about nine hundred [#firstlaw mega-Ricks] of damage!)
The most humbling feature of the relativistic bomb is that even if you happen to see it coming, its exact motion and position can never be determined; and given a technology even a hundred orders of magnitude above our own, you cannot hope to intercept one of these weapons. It often happens, in these discussions, that an expression from the old west arises: "God made some men bigger and stronger than others, but Mr. Colt made all men equal." Variations on Mr. Colt's weapon are still popular today, even in a society that possesses hydrogen bombs. Similarly, no matter how advanced civilizations grow, the relativistic bomb is not likely to go away...
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Spacecraft in a war zone had better have military-grade firewalls on their internal computer networks. Space hackers can try to crack the network through a radio link and issue a variety of computer commands. Such as vent the atmosphere, scram the reactor, or induce the warheads in the magazine to detonate. Not to mention uploading all the classified information in the data banks. This is an old trick, seen in such movies as The Wrath of Khan (where Admiral Kirk uses the "prefix code" to turn off the deflectors on Khan's ship), Independence Day, TV shows like the latest incarnation of Battlestar Galactica (where the Galactica's computers are NOT networked since the Cylons are just a little too good at hacking), and in novels such as Vernor Vinge's A Fire Upon The Deep, Ken MacLeod's The Cassini Division and James P. Hogan's Giant's Star. Paul Zimmerle points out that Battlestar Galactica does get the threat slightly wrong. It is not networked computers per se that are at risk, it is computers with some kind of data connection to the outside world that is the threat. Removing the network connection just slows the rate of contagion. |
From Giant's Star by James P. Hogan (1981)
The strain on the Command Deck of the Shapieron had been hovering around breaking point for days. Eesyan was standing in the center of the floor gazing up at the main display screen, where an enormous web of interconnected shapes and boxes annotated with symbols showed the road map into JEVEX that ZORAC had laboriously pieced together from statistical analyses and pattern correlations of the responses it had obtained to its probe signals. But ZORAC was not getting through to the nucleus of the system, which it would have to penetrate if it was going to disrupt JEVEX'S h-jamming capability. Its attempts had been repeatedly detected by JEVEX'S constantly running self-checking routines and thwarted by automatically initiated correction procedures. The big problem now was trying to decide how much longer they could allow ZORAC to try before the tables of fault-diagnostic data accumulating inside JEVEX alerted its supervisory functions that something very abnormal was happening. Opinions were more or less evenly divided between Eesyan's scientists from Thurien, who already wanted to call the whole thing off, and Garuth and his crew, who seemed willing to risk almost anything to pursue what was beginning to look, the more Eesyan saw of it, like some kind of death wish.
"Probe Three's function directive has been queried for the third time," one of the scientists announced from a nearby station. "Header response analysis indicates we've triggered a veto override again." He looked across at Eesyan and shook his head. "It's too dangerous. We'll have to suspend probing on this channel and resume regular traffic only."
"Activity pattern correlates with a new set of executive diagnostic indexes," another scientist called. "We've initiated a high-level malfunction check."
"We have to shut down on Three," another, standing by Ecsyan, pleaded. "We're too exposed as it is."
Eesyan stared grimly up at the main screen as a set of mnemonics unrolled down one side to confirm the warning.
"What's your verdict, ZORAC?" he asked.
"I've reduced interrogation priority, but the fault flags are still set. It's tight, but it's the nearest we've come so far. I can try it one more time and risk it, or back off and let the chance go. It's up to you."
Eesyan glanced across to where Garuth was watching tensely with Monchar and Shilohin. Garuth clamped his mouth tight and gave an almost imperceptible nod. Eesyan drew a long breath. "Give it a try, ZORAC," he instructed. A hush fell across the Command Deck, and all eyes turned upward toward the large screen.
In the next second or two a billion bits of information flew back and forth between ZORAC and a Jevienese communications relay hanging distantly in space. Then, suddenly, a new set of boxes appeared in the array. The symbols inside them were etched against bright red backgrounds that flashed rapidly. One of the scientists groaned in dismay.
"Alarm condition," ZORAC reported. "General supervisor alert triggered. I think we just blew it." It meant that JEVEX knew they were there.
Eesyan looked down at the floor. There was nothing to say. Garuth was shaking his head dazedly in mute protest as if refusing to accept that this could be happening. Shilohin moved a step nearer and rested a hand on his shoulder. "You tried," she said quietly. "You had to try. It was the only chance."
Garuth was staring around him as if he had just awakened from a dream. "What was I thinking?" he whispered. "I had no right to do this."
"It had to be done," Shilohin told him firmly.
"Two objects a hundred thousand miles out, coming this way fast," ZORAC reported. "Probably defensive weapons coming to check out this area." It was serious. The screen hiding the Shapieron would never stand up to probing at close range.
"How long before we register on their instruments?" Eesyan asked hoarsely.
"A couple of minutes at most," ZORAC replied...
..."So this is our ultimatum to you: either you withdraw from Thurien now, and agree to place your entire military command under our jurisdiction unconditionally, or the Thuriens will transfer through to Jevlen a combined Terran force that will blow you to stardust - you, your whole planet, and that laughable aggregation of scrap that you call a computer network."
Somewhere deep inside JEVEX something hiccupped. A million tasks that had been running inside the system froze in the confusion as directives coming down from the highest operating levels of the nucleus redefined the whole structure of priority assignments to force an emergency analysis of the new data. And in the middle of it all, the routines that had been scanning for inquisitive probes through h-space faltered. It was only for a few seconds, but...
..."It's busy," ZORAC's voice answered. "Don't ask me what's happened, but yes it was. Something deactivated the self-checking functions, and I've switched off the jamming routine. We're through to Thurien."
While ZORAC was speaking, VISAR decoded the access passwords into JEVEX's diagnostic subsystem, erased a set of data that it found there, substituted new data of its own, and reset the alarm indicators. Inside the Jevienese Defense Sector Five control center, a display screen changed to announce a false alarm caused by a malfunctioning remote communications relay. Far off in space, the two destroyers turned away to return to their stations and resume routine patrolling. Already VISAR was pouring volumes of information into JEVEX that it had not time to explain, not even to ZORAC. At the same time it broke its way into JEVEX's communications subsystem and gained control of the open channel to Earth.
From A Fire Upon the Deep by Vernor Vinge (1992)
And never lose sight of the reason for haste: the frigate. It had switched to rocket drive, blasting heedless away from the wallowing freighter. Somehow, these microbes knew they were rescuing more than themselves. The warship had the best navigation computers that the little minds could make. But it would be another three seconds before it could make its first ultradrive hop.
The new Power had no weapons on the ground, nothing but a comm laser. That could not even melt steel at the frigate's range. No matter, the laser was aimed, tuned civilly on the retreating warship's receiver. No acknowledgement. The humans knew what communication would bring. The laser light flickered here and there across the hull, lighting smoothness and inactive sensors, sliding across the ship's ultradrive spines. Searching, probing. The Power had never bothered to sabotage the external hull, but that was no problem. Even this crude machine had thousands of robot sensors scattered across its surface, reporting status and danger, driving utility programs. Most were shut down now, the ship fleeing nearly blind. They thought by not looking that they could be safe.
One more second and the frigate would attain interstellar safety.
The laser flickered on a failure sensor, a sensor that reported critical changes in one of the ultradrive spines. Its interrupts could not be ignored if the star jump were to succeed. Interrupt honored. Interrupt handler running, looking out, receiving more light from the laser far below... a backdoor into the ship's code, installed when the newborn had subverted the human's groundside equipment...
...and the Power was aboard, with milliseconds to spare. Its agents - not even human equivalent on this primitive hardware - raced through the ship's automation, shutting down, aborting. There would be no jump. Cameras in the ship's bridge showed widening of eyes, the beginning of a scream. The humans knew, to the extent that horror can live in a fraction of a second.
There would be no jump. Yet the ultradrive was already committed. There would be a jump attempt, without automatic control a doomed one. Less than five milliseconds till the jump discharge, a mechanical cascade that no software could finesse. The newborn's agents flitted everywhere across the ship's computers, futilely attempting a shutdown. Nearly a light-second away, under the gray rubble at High Lab, the Power could only watch. So. The frigate would be destroyed.
So slow and so fast. A fraction of a second. The fire spread out from the heart of the frigate, taking both peril and possibility.
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These are designed to create strong electro-magnetic pulses designed to fry electronics and electrical equipment. Many e-bomb designs are not nuclear, they use a conventional high-explosive charge in an armature to generate the pulse. These tend to be short range, on the order of hundreds of meters, and they do obey the inverse square law. The defense is enclosing all electrical devices in Faraday cages. It is amusing to note that vacuum tube technology is much less vulnerable to EMP than are transistors. |
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Fiber optic cables are immune to EMP, unfortunately they are not shock tolerant. Specifically they have poor shear tolerance. Fiber can withstand a certain amount of flex, but it's resistance to "instantaneous flex" (like you'd see with a conventional missile hit) is not good. Ordinary twisted pair wires will stretch with the displacement from the explosion (assuming a hit close enough to warp the local supports but far enough not to directly break the cables) but are vulnerable to EMP. A sharp strike, bend or flex to fiber optic cable will shatter the individual strands across the grain, and destroy the cable. Conventional nuclear weapons will also produce an EMP if detonated near an atmosphere. They will not create one in the vacuum of space, with no air molecules for Compton Scattering. |
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If your spacecraft's exhaust is pumping out a few terawatts, it might occur to you that your enemy would be real unhappy if you hosed them with your tail flame. In his Known Space novels, Larry Niven invented The Kzinti Lesson. It states "a reaction drive's efficiency as a weapon is in direct proportion to its efficiency as a drive." The warlike Kzinti invaded the solar system, figuring that humanity would be a pushover since the pacifist humans of the time had no weapons. Humans showed the Kzin the error of their ways by annihilating Kzinti warships with laser arrays used for solar sails, multi-million degree fusion exhausts, and photon drives that were basically titanic lasers. So keep in mind that the higher the exhaust velocities of the rocket engine, the more damage it will do to anything unfortunate enough to be in the path of the exhaust. |
Having said that, realize that as a general rule propulsion exhaust is poorly collimated, which means after a very short range it will have expanded and dissipated into harmlessness.
This is a more general concern. As propulsion systems get more powerful, the more energy they contain, and the worse the damage if an accident occurs. How would you like to have the captain of the Exxon Valdez skippering a tramp freighter with an antimatter drive? That brilliant mushroom cloud you see marks the former location of Clinton-Sherman spaceport. The more devastation a propulsion system can wreck, the shorter the leash the captains will be on. If they are too powerful, there won't be any colorful tramp freighters or similar vessels. This is known as [rocket3a.html#johnslaw Jon's Law].
Sometimes it works the other way. If you are attacking an [rocket3c2.html#orion Orion drive] spacecraft with nuclear warheads, they will just point their pusher plate at the missiles and laugh at you.
In The Outcasts of Heaven's Belt by Joan Vinge, warships attacking a visiting Bussard Ramjet starship get a rude surprise when the starship shows them its tail. The starship's fusion drive is quite deadly at close range. Things are more extreme in the anime Space Battleship Yamato (later watered down and made politically correct for viewers in the US under the name Star Blazers). The battleship's propulsion system is the incredibly powerful "wave-motion engine". But if attacked, the thrust is vectored out the nose of the ship to create the equally incredibly powerful "wave-motion cannon".
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I know all you Battlestar Galactica fans are not going to want to hear it, but looking from a cost/benefit analysis, space fighter craft do not make any sense. Go to The Tough Guide to the Known Galaxy and read the entry "SPACE FIGHTERS". You might also want to review the section on [rocket3al.html Respecting Science]. Rick Robinson said: "Fighters substantially outperforming big ships can be justified, though. Big ships (presumably) need crew habitability for extended voyages, fuel for same, usually an FTL gizmo, and crew including maintenance types, etc. All of which are mass penalties. A fighter is pretty much just drive engine, enough delta v for its mission profile, minimal habitability for a minimal crew, and ordnance carried." |
Being a spoil-sport, I said: "The question then becomes why doesn't the designers replace the minimal habitability crew space with some electronics and turn the fighter into a missile bus."
Mr. Robinson answered with: "What a rude question. {grin}". But then he got me, by invoking Burnside's [rocket3a.html#zerothlaw Zeroth Law] of Space Combat. SF fans don't want to read about the life and times of a nuclear missile, therefore space fighters will exist.
In the 1970's, DARPA was looking into a crude spacecraft called the "High Performance Spaceplane" that looked suspiciously like a space fighter, you can read about the details here and here.
Jack Staik has some further observations:
It is true that in a universe governed by hard-headed practicality and realism, a missile bus or an Honorverse-style missile pod would make more sense. However, there is one factor that would allow manned space fighters to proliferate and even prosper - Cultural Bias!
Practical and realistic concerns have often been swept aside in real life by cultural conditioning - look at Japan's centuries of refusal to modernize or adapt until the fact of their utter vulnerability was shoved down their throats by Admiral Perry.
An aristocratic culture with a leaning toward individual heroism (i.e. Arthurian or Samurai theme) would love the idea of manned space-fighters. Noble warriors with the blood of kings firing up their fighters to challenge the Evil Alien Hordes, one man's courage and missiles against the onslaught ... it's a primal image. The fighters themselves would probably be very individualistic, instead of mass-produced identical, to reflect their aristocratic pilot. And since the space-fighter would be the provenance of only the high-caste persons, the cultural conditioning could keep manned space-fighter a viable concept for generations in even a hyper-realistic scenario.
Of course, in time raw practicality will sweep aside the manned space-fighter, much as it did the armored knight on horseback, but the fighters will still be the emblem of a bygone age of chivalry and romance. And a Don Quixote-type character, pulling an ancestor's old space-fighter out of storage, to take up arms against a threat from the heavens, has lots of storytelling potential.
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But if you want cold, hard, unglamorous reality, Ken Burnside has plenty of it for you: The other deciding factor is this: A "fighter" needs to be recovered (ed note: Otherwise it is some kind of manned kamikaze missile). That means you need delta v to get to the objective, then delta v to cancel out your inbound vector, then delta v to get to a rendezvous point, plus delta v for maneuvering in the thick of things. A rough estimate was that you needed delta v equal to about four times that of a comparable mass missile that just needs to do a drive-by shooting. Four times the delta v means that your fuel fraction just went up by a factor of something around four (depends on your Isp). Now put in the life support compartment, and the payload mass, and it gets even worse; rocket performance is the red queen's race, and you rapidly hit declining efficiencies. |
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If you could build a TLAM that had the operational range of an F-18, you could probably get more of them packed onto a comparable size ship than a comparable mass of F-18s.
TLAMs require lots of data on the target and the terrain and have to fly "over the horizon". A lot of opposition to the TLAM was that it took away the offensive strike mission from carrier aviation.
In space, there's no horizon to hide behind.
On a later occasion, in a discussion on space combat game design, Mr. Burnside went into more detail:
The basic argument for fighters is that people think they're fun and cool.
The basic argument against fighters is horizon distance.
Fighters make sense in surface naval operations because a fighter can go to places where the carrier or cruiser can't. The fighter can also go to places where the big ships can't see, because of the curvature of the earth.
Unfortunately, there's no horizon for targets to hide behind in space. Even if you have something short of everyone sees everyone, it's hard(er) to justify fighters seeing things their carriers can't, just because carriers can carry bigger sensors, and space is a very sensor friendly environment.
Fighters do make sense in an orbital reference frame context, where, well, curvature of the earth matters, and where going into atmosphere matters. But this turns fighter carriers into "brown water" vessels that work in the tide pools of planetary gravity wells, which isn't the role you see them doing in fiction, which tends to take WWII carrier ops or modern USN carrier ops and apply an SFnal veneer.
Note that that's all mission specific, and only mildly tech related.
What do fighters do better than, or exclusively related to, larger ships? Answer this, and you get a reason for fighters in a setting.
In terms of pure offensive firepower, there's very little you can do with a fighter that a cruise missile can't do better in a space game context.
Of course, the best reason to have fighters is because they make your game more funnerer. But it does kind of help to figure out what mission they're doing.
Given the popularity of space fighters in such mass media shows as Star Wars, Battlestar Galactica, Buck Rogers in the 25th Century, Babylon 5, and others, they obviously appeal to people. I'm in the minority, but I think they are missing the point. Here's my reasoning:
It seems to me that the space fighter is nothing more that people taking a dramatic and comfortable metaphor (sea-going aircraft carriers and combat fighter aircraft) and transporting it intact into the outer space environment. But if you think about it, interplanetary combat is highly unlikely to be like anything that has occurred before.
Imagine a speculative fiction writer back in the Victorian era, such as Jules Verne. Say they wanted to write a novel about the far future, when heavier than air flight had been invented, and the age of Aerial Combat had arrived.
They might take the dramatic and comfortable metaphor of sea-going frigates and battleships and transporting it intact into the aerial environment. Held aloft by dozens of helicopter blades, the battleships of the air would ponderously maneuver, trying to "cross the T" with the enemy aerial dreadnoughts.
See how silly it sounds? Well, combat spacecraft behaving like fighter aircraft is just as silly. In both cases a metaphor is being forced into a situation where it does not work.
In reality, when the Wright brothers invented heavier-than-air flight and Fokker Triplanes started dog-fighting Sopwith Camels, it was totally unlike anything that had occurred before. Biplanes never ever tried to cross the T, and a sea-going battleship had never ever performed an Immelmann turn.
Therefore, by analogy, when interplanetary combat arrives, it too will be totally unlike anything that has occurred before.
As Ken Burnside puts it:
On the other hand - Winch's analogy to victorian era fiction about flying dreadnoughts and the "Who the hell thought of an Immelmann turn?" question sort of underscores why I want to model how space combat works using known physics as a gameable experience.
It won't be WWII in space. It won't be the Iraq war in space, it won't be subs in the North Atlantic in space. It will be its own unique thing.
To figure out what that unique thing is, you need to understand the environment of space, how it differs from a planetary environment, and once you have those differences modeled, you need to work out the tactics for this new environment, much the same way WWI biplane pilots had to work out the tactics of air to air combat.
Now, it's certain that I've got things wrong with the Attack Vector: Tactical model. When they get pointed out, I fix them. On the other hand, to the best of my knowledge and belief, it's the first serious attempt at trying to model what the tactical environment looks like.
World War II/Battleships/Fighters in space is about as likely to be an accurate model of space combat as, modeling jet air-to-air combat with pike square formations. Attack Vector: Tactical is probably akin to saying that jet fighters behave like World War I biplanes, only faster. It's still likely wrong, but it's probably much LESS wrong.
From Common Denominator by David Lewis (1972)
Night Killer II was not a beautiful vessel. Satarii fighters are sleek, polished for planetary re-entry, but a space-based interceptor need not be aesthetic. Had I attempted to land on Lot I would have reached the surface in ashes. Night Killer carried her missiles outside the hull in two cylindrical bundles. Radar sweeps and communication aerials were all exposed. Her drive was set on un-streamlined pylons spaced about her stern while the cockpit glass bulged beyond the curvature of her skin, ostensibly for wider vision with less distortion; the effect on the casual observer was that of a mutated hornet's head. And added to this were bundles of thrusters placed strategically about the hull to aid maneuvering. But regardless of her ungainliness, she remained an effective fighting unit, equal and in some ways more than equal to the darting black war craft of the Satarii.
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From Run To The Stars by Michael Scott Rohan (1982) "Pursuit fighters," I told the Ship. "Easily fast enough to catch one of our boats, if they can do it within their limited range. It's limited because they're the only kind of craft designed for dogfight tactics. They're just enormous multidirectional motors in a spheroid hull with one pilot in the centre and a few missile tubes scattered between the motor vents. Fast maneuvering in space means killing momentum one way as well as building it up in another, so there's murderous acceleration and deceleration every few seconds, with the motor blasting in all directions, eating up hydrogen and putting incredible stress on the pilots. Even with all the aids - liquid suspension cocoons, special suits, body reinforcement, field-shields, the lot - it takes years of training to stand it for more than a few minutes at a time. The American call fighter pilots Globetrotters, for some old game where you had to bounce a ball all the time. I've been in a fighter simulator once - I came out black and blue, and they say the real thing's worse. And that's our hope - that Liang can hold them off, make them maneuver so much they'll have to give up, or just outrun them. That's what he's trying to do now, but he's got to be careful. They mustn't box him in and stop him maneuvering, that'd let them swarm over him like hornets, killing the boat or crippling it till the gunships catch up -" |
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If samples of alien technology are encountered, the first thought is that they will be very very valuable. It shouldn't matter if the samples are paleotechnology from an archeological dig of a ten thousand year old Forerunner alien empire site or fragments of an alien warship that survived the most recent border skirmish. The second thought is that such technology can be very very dangerous. Especially if the aliens seem more technologically advanced that you are. Even if the items are not deliberately booby-trapped, monkeying around with, say, alien nanotechnology could result in the lab and most of the surrounding terrain melting into grey goo. |
As an analogy, imagine an 1850's Victorian Era scientist dismantling a live nuclear reactor trying to figure out how it works. Radioactivity hadn't been discovered yet, much less nuclear fission. So they would be at a loss trying to explain the disaster that happened after they removed all the nuclear damper rods for closer examination.
From Childhood's End by Arthur C. Clarke (1953)
Karellen paused, and the silence grew even deeper.
"There has been some complaint, among the younger and more romantic elements of your population, because outer space has been closed to you. We had a purpose in doing this: we do not impose bans for the pleasure of it. But have you ever stopped to consider -- if you will excuse a slightly unflattering analogy -- what a man from your Stone Age would have felt, if he suddenly found himself in a modern city?"
"Surely," protested the Herald Tribune, "there is a fundamental difference. We are accustomed to Science. On your world there are doubtless many things which we might not understand -- but they wouldn't seem magic to us."
"Are you quite sure of that?" said Karellen, so softly that it was hard to hear his words. "Only a hundred years lies between the age of electricity and the age of steam, but what would a Victorian engineer have made of a television set or an electronic computer. And how long would he have lived if he started to investigate their workings? The gulf between two technologies can easily become so great that it is -- lethal."
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The legendary Gharlane of Eddore opined some precautions: Since you're dealing with an unknown technology, and artifacts/lifeforms potentially engineered for purposes you're not aware of, you'd have to be REAL danged careful how you handled them. A special-purpose handling lab with a gigaton-nuke auto-destruct and remote-control handling gear would seem to be a minimal safe procedure, and you'd also have to dope out some way of picking up the pieces with no risk, and preferably no physical contact with your own ships and artifacts. Remote-control handling ships that scoop up parts, deliver them to the analysis lab, and then dive into the nearest sun, might be a good approach. In the TV show Babylon 5, there was a corporation called Interplanetary Expeditions or "IPX". It was dedicated to researching the ruins of advanced civilizations that are now extinct, in the quest to find new technologies that they can patent and profit from. |
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Silly as they are, plasma weapons are a popular SF concept that just won't go away. They are encountered in such diverse places as the original Star Trek TV series, the Traveler role playing game, and the Babylon 5 TV series. They play the role of a futuristic flame-thrower. Their main draw-back is that they won't work. Plasma is the so-called "fourth state of matter", and is basically hot air. That is, it is a gas heated to temperatures comparable to the interior of a star or the center of a thermonuclear explosion so that all the atoms are ionized. Unfortunately, according to the virial theorem, the plasma wants to equalize its internal pressure with the external, i.e., it wants to expand into a diffuse cloud of nothing. John W. Lewellen says that a "plasma beam" could be thought of as an exceedingly dense, slow-moving particle beam. Personally that seems a little strained, but what do I know? For a definitive analysis of the worthlessness of plasma weapons, I refer you to Stardestroyer.net. Executive Summary: they won't work for the same reason that a gun shooting steam won't work. |
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These more or less totally science fictional (if you disregard things like using microscopic laser beams as optical tweezers to move microbes around). Tractor Beams are like super-duper electromagnets, but much better. Electromagets can only attract ferrous objects, while tractor beams can both attract and repel objects made of any material. Electromagnets attraction strength falls off as 1/r4, while tractor beams tend to have absurdly long ranges (with the exception of the Geegee fields in Poul Anderson's TALES OF THE FLYING MOUNTAINS. They had a range of a few centimeters, so ships had to touch hulls in order to grapple each other). |
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Young readers may believe that tractor beams were invented by the writers of the original Star Trek (1966). Even younger readers may believe it made its first appearance in the movie Star Wars: A New Hope (1977). I've got news for you, the first example I found was the "Attractive Ray" featured in Edmund Hamilton's Crashing Suns, published in 1928!. "Attractor" and "Pressor" beams appear in E. E. "Doc" Smith's The Skylark of Space (1929). The term "tractor beam" appears to originate in E. E. "Doc" Smith's Spacehounds of IPC (1931). Attractor beams pull the target closer to your ship, while pressor beams push the target way. Pressors are also called "repulsors" or "repellors." In any event, pretty much all of the depictions of tractor beams totally ignore the fact that they must obey Newton's Third Law (i.e., the law of action and reaction). There are only two exceptions I am aware of. One exception is in TOM SWIFT AND THE RACE TO THE MOON, where the intrepid teenage inventor Tom uses his repelatrons for the propulsion system of his amazing spacecraft Challenger. Another is in the wargame Vector 3. In that game, your ship can use tractor beams to impose x, y, and z acceleration vectors on the enemy ship. However, due to Newton, your ship receives the same vectors in the opposite direction (e.g., if you give the ememy a +4 z acceleration, your ship receives a -4 z acceleration). Note that this only works if the two ships are of equal mass. |
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Anyway, Newtons says that if the starship Enterprise uses a tractor beam to reel in a Klingon battle cruiser, the Enterprise will also move towards the Klingon. Both will move towards the point called the Barycenter of the two ship system. In the same way if the Enterprise pushes away the Klingon, the Enterprise will also be pushed away from the barycenter.
The acceleration each ship will experience towards or away from the barycenter depends upon each ship's mass. Simply put: if ship Alfa has twice the mass of ship Bravo, it will be accelerated half as fast as ship Bravo. If an Imperial Star Destroyer tractors the Tantive IV, it will be accelerated about 1/110th as fast as the Tauntive. And if the Death Star tractors the Millenium Falcon, its acceleration will be so tiny as to be difficult to detect.
The actual equation is from Newton's Second Law:
a = F / m
where:
a = ship's acceleration (m/sec)
F = tractor beam energy (Newtons)
m = ship's mass (kg)
If you want relative acceleration, use 1 for F and measure m in terms of the other ship's mass. Example: If the ship in question has a mass of 3.5 times the mass of the other ship, it will experience an acceleration of 1 / 3.5 = 0.29 times as much as the other ship. If the ship has a mass of 1/4 times the mass of the other ship, it will experience an acceleration of 1 / (1/4) = 1 / 0.25 = 4 times as much as the other ship.
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If you want to open up a real can of worms, you can try calculating what happens if the two ships are moving when the tractor beam is turned on. I am not going to try and calculate the minute to minute effects (because it is way above my pay grade) but the final results after the two ships come into contact can be approximated by the mathematics of a completely inelastic collision. This is the equivalent of figuring the trajectory of two balls of clay that collide and stick together. I will show the equations for figuring this in two dimensions, since I am unsure of my ability to expand it to three dimensions. Given two spacecraft with masss of M1 and M2, velocities of V1 and V2, and vector directions angles of θ1 and θ2; when they are tractor beamed and drawn together into contact, calculate the combined ships velocity Vf and vector angle θf. |
Step 1: Calculate each ship's x and y coordinate displacement:
V1x = V1 * cos(θ1)
V1y = V1 * sin(θ1)
V2x = V2 * cos(θ2)
V2y = V2 * sin(θ2)
Step 2: Calculate each ship's momentum:
O1 = V1 * M1
O2 = V2 * M2
Step 3: Calculate each ship's momentum in the x and y axes:
O1x = O1 * cos(θ1)
O1y = O1 * sin(θ1)
O2x = O2 * cos(θ2)
O2y = O2 * sin(θ2)
Step 4: Calculate the combined ship's momentum in the x and y axes:
Ofx = O1x + O2x
Ofy = O1y + O2y
Step 5: Calculate the combined ship's mass:
Mf = M1 + M2
Step 6: Calculate the combined ship's momentum:
Of = sqrt( Ofx2 * Ofy2 )
Step 7: Calculate combined ships velocity:
Vf = Of / Mf
Step 8: Calculate combined ships vector angle:
θf = arc tan( Ofx / Ofy )
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In James White's novel Star Surgeon (1963) we find a weaponized version of the tractor-pressor beam, the so-called "Rattler." These weapons attract then repel the target at 80 gravities, several times a minute. When used on an entire ship, the hapless crewmembers are shaken like the dried beans in a baby's rattle. If focused down to just affect a small spot on the target's hull, the shear forces can rip the hull like it was wet cardboard. This was also used on C.C. MacApp's nearly forgotten and definitely underrated novel Recall Not Earth. In the Exordium series by Sherwood Smith and Dave Trowbridge, "ruptors" fire unpolarized gravitons to shake their target to pieces. Polarize the gravitons, and you have a tractor beam. In E. E. "Doc" Smith's Lensman series, tractor beams are used to anchor the inertialess target so it can be damaged by weapon beams. In response, the enemy developed "tractor beam shears", which were planes of energy capable of "cutting" a tractor beam. Of course if your ship had more tractor beam projector than the target had tractor shears, the target was out of luck. Also in Doc Smith's Skylark series, the Osnomian hand guns are very silent, since bullets are propelled not with gunpowder, but by "force-field projection." So logically if one has tractor beams, one also has the equivalent of a railgun or coilgun. In MacApp's Recall Not Earth, tractor beams are used to launch torpedoes out of their tubes. If you want some nice technobabble, attractor beam can be hand-waved as a sort of laser using gravitons instead of photons. |
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This is totally utterly science fictional with no basis in reality, but it is too amusing not to mention. Remember the Greek myth about the Medusa? Anyone unfortunate enough to look at the Medusa was turned into stone, such was her extreme ugliness. The science fictional version is an image on a monitor or a sound over a headphone that can kill. The more general idea is called the Motif of harmful sensation: physical or mental damage that a person suffers merely by experiencing what should normally be a benign sensation. |
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Examples:
BLIT: In the story "Blit" and others by David Langford, some scientist, who should know better, invents a graphic pattern called a "basilisk" that will cause the viewer's brain to lock-up, killing the viewer instantly. It works much like a computer virus, crashing the brain's operatining system.
As the FAQ puts it: "...the human mind as a formal, deterministic computational system -- a system that, as predicted by a variant of Gödel's Theorem in mathematics, can be crashed by thoughts which the mind is physically or logically incapable of thinking. The Logical Imaging Technique presents such a thought in purely visual form as a basilisk image which our optic nerves can't help but accept. The result is disastrous, like a software stealth-virus smuggled into the brain."
An atomic rocketship of the valiant Space Patrol fires a warning shot across the bow of the sinister black spaceship belonging to the dreaded Necroscientist of Titan. A signal for parlay is sent, and the foolish Patrol captain accepts a videophone message from the Necroscientist in order to discuss terms. Everybody on the bridge within eyeshot of the videophone monitor keels over dead with the Parrot burned into their visual cortex, as the Necroscientist makes good his escape.
THE CASSINI DIVISION: In the novel by Ken MacLeod, one of the weapons is the so-called "Langford Visual Hack" (an obvious tip-of-the-hat to David Langford). As a defense, all computer monitors on the ship are designed to contain enough visual static to prevent the visual hack from working.
WAR AGAINST THE RULL: In the novel by A.E. van Vogt, the alien Rull can draw the "lines-that-could-seize-the-minds-of-men". Any human who looks at such a diagram is instantly hypnotized, and will just stand there in a trance.
THE BLACK CLOUD: In the novel by Fred Hoyle, a helpful intelligent interstellar nebula attempts to teach a human being its native language with remote controlled audio-visual equipment. This proved to be fatal the the person. The trouble is that humans know to be true too many things that actually are not true. They have to un-learn too much in order to learn the alien language, and the cognitive dissonance is fatal (it causes an inflammation of brain tissue).
MACROSCOPE: In the novel by Piers Anthony scientists discover an alien interstellar broadcast that is sort of a galactic library. Unfortunately for the scientists, the broadcast is overlayed with the "Destroyer Sequence." This is a visual sequence that forces the brain to think certain thoughts it is not able to think, which burns out the brain leaving the hapless victim mentally a vegetable.
KALEIDOSCOPE CENTURY: In the novel by John Barnes, a rogue artificial intelligence can call a person up on a telephone, then use rapidly changing audio signals to reprogram the person's brain, turning them into a brainwashed zombie.
BATTLEFLEET MARS: In the wargame by Redmond Simonsen, a top executive of the Ares corporation is assassinated by a sonic pulse over the telephone.
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Weapon ClassificationsThese are preliminary classification schemas offered "as-is". Tinker with them to suit your taste. |
This scheme was created by Erik Max Francis, and contains some modifications by Isaac Kuo:
- I. Weapons systems.
- A. Banks. Beams of directed particles fired at a target.
- 1. Electromagnetic beams. Beams of photons (note this includes lasers, masers, xasers, gasers, etc.).
- a. continuous
- b. pulsed
- c. single-shot submunition
- 2. Particle beams. Beams of high-energy charged particles (such as protons).
- a. continuous
- b. pulsed
- c. single-shot submunition
- 1. Electromagnetic beams. Beams of photons (note this includes lasers, masers, xasers, gasers, etc.).
- B. Cannon. Unguided projectiles directed at a ship target.
- 1. Kinetics. Mere slugs fired at a target with no explosive capability.
- 2. Shells. Unguided projectiles fired at a target which detonated with a proximity fuse and a conventional warhead.
- C. Tubes. Guided projectiles directed at a ship target.
- 1. Missiles. Guided projectiles with a proximity fuse. Has higher acceleration than average target ship.
- 2. Torpedoes ([#AKV AKV]). Guided projectiles with a proximity fuse. Has lower acceleration than average target ship.
- 3. Rockets. Dumbfire missiles, which only accelerate in the direction they were fired.
- D. Releases. Guided projectiles directed at a planetary target.
- 1. Atmospherics. Projectiles designed to reenter an atmosphere and detonate over a ground target.
- 2. Biologics. Atmospherics with a biological warhead.
- 3. Kinetics. No warhead. Does damage with kinetic energy, by large velocities or large mass, or both.
- E. Layers. Latent projectiles merely dropped with only a slightly different speed from the firing ship.
- 1. Mines. Conventional warheads which drift in orbit and a proximity fuse which then accelerate toward their target and detonate.
- A. Banks. Beams of directed particles fired at a target.
- II. Active defense systems.
- A. Point defense. Smaller-sized kinetics, missiles, and beams directed at incoming weapons.
- B. Minesweepers. Point defense designed to eliminate mines.
- C. Charge dampener (?). Anticharge systems designed to reduce the damage caused by particle beams.
- E. Nanotechnology dynamic armor repair.
- III. Passive defense systems.
- A. Armor.
- 1. Ablative armor.
- 2. Reflective armor. Armor designed to deflect beam weapons, even as it is worn away.
- B. Shields. [These are pretty hard to classify, since they're the only broad class of system that is hard to explain through current science.]
- A. Electronic countermeasures. Electronic equipment designed to foil weapon targeting systems.
- B. Decoys. Launched devices designed to foil incoming weapons with false signals.
- 1. Electromagnetic decoys. Decoys which emit misleading electromagnetic signals.
- C. Jammer. Electronic equipment designed to foil broadband electromagnetic signals.
- A. Armor.
This scheme was created by Timothy Miller (Cerebus), and contains some modifications by Erik Max Francis:
- 1 Deployment: How the weapons system is initially launched (fired). Note: Do not confuse this description with Guidance.
- 1a Active: These weapons deploy themselves upon activation, with the propulsive mechanism integral to the unit; as a class, this includes commonly-termed missiles and torpedoes.
- 1b Passive:These weapons are deployed by an external device, launcher or other means.
- 1b1 Gun fired: Deployed by common explosives, as through an artillery piece.
- 1b2 Railgun launched: Deployed by electromagnetic launcher, typically to much higher velocities than possible by Gun-fired or other methods; as such deserves a separate description.
- 1b3 Dropped: Deployed by simply leaving the weapon behind you, without appreciable external impetus.
- 1b4 Hand launched: Thrown, hurled, kicked or otherwise deployed by physical exertion.
- 1c Lay in wait: These are fired passively, and activated when they in a given proximity to their target (i.e., "mines")
- 2 Guidance: Describes methods of an individual weapon achieving its objective.
- 2a Dumb: No post-deployment guidance. Either you aimed right or you didn't.
- 2b Smart: Capable of post-deployment guidance of any type (glide, thrust, etc.)
- 2b1 External: Guided by external sensors and control.
- 2b1a Wire guided: Guidance received through trailing wire. Limited in range, but not susceptible to interference.
- 2b1b Signal guided: Less limited in range, but more susceptible to interference.
- 2b2 Internal: Guided by internal sensors.
- 2b1 External: Guided by external sensors and control.
- 3 Kill Type: How the weapons system damages the target.
- 3a Kinetic: These weapons carry no warheads, relying on impact energy alone to damage the target.
- 3a1 Single warhead
- 3a2 Scattershot: Weapon segments into shrapnel upon deployment. 3b1c types on the other hand delay segmentation until activation
- 3b Explosive: These weapons carry explosives of varying types, and rely on on- or near-target detonation to damage the target.
- 3b1 Chemical: Common (or uncommon) chemical explosives.
- 3b1a Blast: Relies on blast effects.
- 3b1b Armor piercing: Self-explanatory.
- 3b1c Shrapnel: Weapons that intentionally shatter or otherwise scatter projectiles to incapacitate or kill. This can be anything from flechette-scattering missiles to hand grenades.
- 3b2 Nuclear: Self-explanatory, includes both fission and fusion devices.
- 3b3 Antimatter
- 3b1 Chemical: Common (or uncommon) chemical explosives.
- 3c Directed Energy: These weapons transfer energy directly to the target, at range.
- 3c1 Electromagnetic: Lasers and kin (masers, grasers, etc.)
- 3c1a Submunitions: Bomb-pumped lasers
- 3c2 Particle beam: Charged or neutral particles, not to be confused with small-sized railgun-fired projectiles. Typically limited to atomic or sub-atomic particles.
- 3c1 Electromagnetic: Lasers and kin (masers, grasers, etc.)
- 3d Chemical: Anti-personnel weapons that attempt to poison the biological processes of the target to incapacitate or kill.
- 3e Biological: Anti-personnel weapons that attempt to infect the target and incapacitate or kill.
- 3f Radiological: Anti-personnel weapons that attempt to expose the target to incapacitating amounts of radiation.
- 3a Kinetic: These weapons carry no warheads, relying on impact energy alone to damage the target.
- 4 Acquisition: Describes methods of an individual weapon detecting and targeting, its objective.
- 4a Active: Weapon emits radiation to detect targets (e.g., radar).
- 4b Passive: Weapon passively scans for target emissions (e.g., infrared)
- 4c Illumination: Weapons passively scans for an illumination signature painted on target by a third object.
- 4d Command : Weapon is issued an attack command by the controlling ship.
- 5 Trigger: Generally only for warheads, determines what causes weapon to detonate.
- 5a Command: Detonated by command from controlling ship.
- 5b Impact: Detonated by contact with target.
- 5c Proximity: Detonates within predetermined range of the target.
- 5d Timed: Detonates after a pre-determined time.
- 5e Check-in: Detonates after the inability to contact a friendly ship after a predetermined period of time.

