[increasingly OT] How much is a kT? (and some RG stuff)

3 posts ยท Sep 17 1999 to Sep 19 1999

From: Kent Nordstrom <knord@q...>

Date: Fri, 17 Sep 1999 10:27:00 -0400

Subject: [increasingly OT] How much is a kT? (and some RG stuff)

In response to a long series of posts about railguns, which has come down to a
discussion of how much energy a kiloton of TNT is, Robert Smith writes:

> Just to be pedantic (hey, it's a Friday), it's worth stating that the

Well, I'll match my slow-Friday pedantry against anyone's.  A kiloton is
a metric unit which is defined as 10^12 calories (a nice, round number).
Convert it to Joules, and you get the 4.18 x 10^12 figure recently mentioned
in this thread. The exact amount of energy a kg of TNT gives off when it
goes *pop* varies from about 980-1100 calories, depending on things like
the charge's precise density, temperature, and confinement. As a result, you
can plug in either a short ton (2000 pounds) or a metric ton (1000kg) and get
a value around 10^12 per kiloton depending on what you choose for how
energetic TNT is.

And in any case, the "kiloton" is already a metric unit of measure, so it
should suffice admirably for our discussions of a future, all-metric
world of the 2100s. (And I think the FT background of the US rejoined with
Britain is about the only way SAE units of measure will ever go away on this
side of the pond).

A comment on targetting: some have mentioned that even with a slug moving at a
good fraction of c, it'll take several seconds to hit a moving target a long
range. Well, the hit numbers for a railgun *do* go down with range in FT!
Also, consider that the RGs are probably firing a burst of projectiles
(or at least firing steadily over the 10-20 minutes a FT turn lasts),
probably with many different aimpoints selected by the targetting AI to hit as
many possible trajectories of the target as it can. And as previous folks'
figures have shown, you don't need to hit with too many of those projectiles
moving at.1c to cause some big hurt...

A comment on RGs: building something that can accelerate even a 10g mass to
0.1c would be pretty long and heavy (which is probably which they're mostly
1-arc weapons...).  Something more reasonable might be a RG with
heavier, slower projectiles and a higher ROF, hoping to solve it's targetting
troubles by putting a cloud of metal where some part of it'll intersect the
target's path.  1kg projectiles going at 2x10^6 m/s (a bit less than
0.01c) would have 1kT of kinetic energy. If 1" is a million km, it'd take
around 2 minutes for a projectile to get to max range of 30". Well, you're
only hitting on a "6" anyhow, and 2 minutes is still short compared to the
length of a turn (you can fire a heck of a lot of projectiles over a whole
turn...
and you can fit plenty of 1kg slugs (a metal cube about 5cm a side, since
metals have densities around 10... smaller if you make 'em out of something
really dense) on a big ol' KV tub). (Yet another side note: you'd want the
projectiles to be very precisely machined... at least massing very close to
some standard amount. Any variation in weight would be a variation in
velocity (although the F/C computer might be able to compensate a little
bit as it fires the RG), which would be a big deal in determining whether you
hit that millions-of-km-away target...).

Another important consideration is barrel wear. A big problem in current RG
research is that the rails take a heck of a lot of abuse from the projectile
going out so damned fast. The slug isn't levitated in the middle of the barrel
like most folks' ideas of a gauss gun. An electric current passes from one
rail to the other through the projectile to make it go (well, through a plasma
just behind the projecile). If your projectile is ripping down the barrel at
0.1c, you're going to be changing a lot of barrels! If I
were a KV ordie, I'd much rather have RGs shooting at 0.01c--they
wouldn't wear out as often.

(To add yet another gratuitous parenthetical, if 1" is some smaller distance,
like thousands of km, it makes even more sense to have RGs fire slower,
heavier projectiles. At 1"=1000km, it takes a 0.01c projectile only about a
second to get to maximum range. Now we can assume a much slower rate of fire
for added drama, "Railgun capacitors still charging! We can open fire on the
Hu'Man in 5 minutes!").

Of course, one can always apply appropriate PSB of super-tough
conductors or
magno-plasma isolation or whatever to prevent barrels from wearing out
in
spite of relativistic muzzle velocities.  (I almost wrote "mango-plasma
isolation" above... who knows what uses fruits will have in the weaponry of
the future? We've already got the weenie gun, after all...)

Keep 'Em Flying,

From: Nyrath the nearly wise <nyrath@c...>

Date: Fri, 17 Sep 1999 21:01:03 -0400

Subject: Re: [increasingly OT] How much is a kT? (and some RG stuff)

> Kent Nordstrom wrote:
 If I
> were a KV ordie, I'd much rather have RGs shooting at 0.01c--they

Actually, most people mistakenly say "Rail Gun" when they actually mean "Coil
Gun".

Like you say, Rail guns have rails that erode like crazy.
http://www.nas.nasa.gov/Services/Education/SpaceSettlement/Nowicki/SPBI1
13.HTM

Coil guns are much nicer.
http://www.nas.nasa.gov/Services/Education/SpaceSettlement/Nowicki/SPBI1
12.HTM

From: Oerjan Ohlson <oerjan.ohlson@t...>

Date: Sun, 19 Sep 1999 10:03:31 +0200

Subject: Re: [increasingly OT] How much is a kT? (and some RG stuff)

Second try - sorry if this shows up twice:

Thanks for the kTon clarifications :-) The pure *metric* system is on
its way out in Europe, though - the SI system is currently "in", and it
doesn't use calories :-/

> Kent Nordstrom wrote:

> 1kg projectiles going at 2x10^6 m/s (a bit less than 0.01c)

But you're only hitting on a 2+ at range 0-6, when you *should* be
hitting on a D6 roll of  -100 or something like that.

For a given targetting computer, number of slugs and slug velocity, the
hit probability depends on the distance to the target to the -4th power
(ie, if the distance to the target is doubled, your hit rate drops to
1/16th of what it used to be) and the target's thrust rating as the
-2nd power, so you'd only have 25% as high a chance to hit a thrust-4
ships as you would a thrust-2 one :-/

> Yet another side note: you'd want the

Since we can manage that today - not cheaply, but we can - I don't
think that's a very big problem :-/

Regards,