Sensor Range Question

3 posts ยท Apr 27 1999 to Apr 27 1999

From: djwj <djwj@e...>

Date: Tue, 27 Apr 1999 06:56:16 -0600

Subject: Re: Sensor Range Question

> Beth wrote:

> Just one more thing (which is purely out of my own curiosity) if sensor

Since I posted the hard science behind this, I should put my own PSB behind
it.

First in deep space: (1) sensor ranges are vastly increased, factors of
magnatude greater than in-system. (2) Jump Signatures are huge, simply
the gravitic energies needed to fold space are immense, much less the magnetic
and radio emissions from the powerplant that just accomplished it. (3) In
all the sci-fi that I have been exposed to Jump engines need to use
certain jump points, and can only fold so much space at a time. Pirates and
commerce raiders will comonly lie in wait at these jump points, requiring
there be a military presence... and so on and on and on...

Second In-System: (1) in system if there is a system wide presence there
will be sensor bouys in the oort cloud, in extreme orbits from the sun, sensor
stations on every planet.... High command WILL know when someone is
coming in-system. This encourages fast, below strength strikes from the
attackers against these stations and sensors. (2) If a planet is worth
protecting, it's worth it's own dedicated space forces. (3) some systems will
have "roaming" fleets that stay out of the way, possibly hiding on the fringe
of an asteroid belt until they get a distress call, and move at maximum burn
to the engagement.

Finally in general: 60" table range is the maximum range for a firing
solution, after all at that range you could have a weapon that could shot
someone. Detection at "Something is out there, sir, Scanners cannot identify
it yet." is much longer but largely irrelevant for game purpouses (At least I
don't have a table that big...)

As to my use of 1" = 1 km , 1 turn = 5-15 (averaging around 10) seconds:
(1)
Ground support! Dirstide II certanly dosen't have time intervals in the 15min
range, the battlefield is only 3 miles long! (2) It's still more range
than any sci-fi movie I have ever seen, or book I have ever read. (3) I
can't believe that space missiles are so unagile that in 15 minutes they
cannot turn more than 60 degrees. (4) at such long ranges the accuracy of
unguided missiles (submunition packs, slavo missile racks, ect.) is "so close
to zero as makes no odds" (5) and lastly, Is based on the realization that
space is so immensely big, so hugely big, that the human mind cannot hope to
comprehend its vastness... so I don't try.

"There are an infinite number of worlds out there, and population is by
definition finite, so that the average population per planet is so close to
zero as makes no odds, therefore anyone you meet is the figment of a demented
imagination." Douglas Addams "Hitchhikers Guide to the Galaxy"

From: Steve Pugh <steve@p...>

Date: Tue, 27 Apr 1999 14:14:29 +0100

Subject: Re: Sensor Range Question

> As to my use of 1" = 1 km , 1 turn = 5-15 (averaging around 10)
seconds:
> (1) Ground support! Dirstide II certanly dosen't have time intervals

You'd better re-read the DSII rules because that (15mins) is exactly
how long one turn is. (5mins in SGII.)

> (2) It's still more

Watch the B5 episode where the Narn fleet gets toasted by the Shadows. That's
a very long range conflict. And many better SF novels have much longer ranges
(AUs or even fair portions of light years for some of the Culture weaponry).
It's just Star Trek, Star Wars, etc. that has all combat taking place at point
blank ranges.

> (3) I can't believe that space missiles are so unagile that in 15

Well, the MT missiles don't use a very realistic movement system at
all...

> (4) at such long ranges the

Think, very large numbers of missiles with some terminal guidance built in and
an initial launch vector directed with the same accuracy as a beam battery.

> (5) and lastly, Is based on

Oh well.

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

Date: Tue, 27 Apr 1999 19:25:44 +0200

Subject: Re: Sensor Range Question

> djwj wrote:

> Since I posted the hard science behind this, I should put my own PSB

Well, um. I suspect I have different definitions of "in-system" and
"deep space", than you.

> (2) Jump Signatures are huge, simply the gravitic energies needed to

OK.

> (3) In all the sci-fi that I have been exposed to Jump engines need

Examples of sci-fi backgrounds that do not require specific
backgrounds: Star Wars, Star Trek, Babylon 5, Honor Harrington... the list
goes ever on and on. B5 and HH have specific points where hyperjumps are
easier than elsewhere, but (most) ships aren't *required* to use them.

> Second In-System: (1) in system if there is a system wide presence

Let's hope your buoys are extremely cheap, extremely long-ranged and
extremely durable :-/ You'll need huge amounts of them otherwise.

> (2) If a planet is worth

Certainly. But is it able to support them? Value can be other than economic...

> (3) some systems

The odds for such a "roaming" fleet to be unable to intervene in time are
rather staggering, unless you use warp points or a similar concept
- or the defenders are able to make micro-jumps within the system.

> Finally in general: 60" table range is the maximum range for a firing

Yep.

> As to my use of 1" = 1 km , 1 turn = 5-15 (averaging around 10)

Yes it has. Page 4: "...if it is necessary to determine how long a battle has
lasted in game terms (...) then treat each full turn as being equivalent to 15
minutes..."

> (2) It's still more range than any sci-fi movie I have ever seen, or

Read the Honor Harrington books. Beam ranges (against sidewalls) are ~500000
km, maximum missile ranges in excess of 6 million km (in addition to the
initial vector provided by the firing ship)...

> (3) I can't believe that space missiles are so unagile that in 15

Fuel limitations rather than limited agility, I suspect... no matter
how short you make the turns, Cinematic-moving thrust-4+ ships are
always easier to maneuver than missiles in the MT rules. This relative
unmaneuverability gets me far worse than the absolute one.

Regards,