What makes a Carrier? (ftfb)

12 posts · Jun 5 1998 to Jun 16 1998

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

Date: Fri, 5 Jun 1998 16:26:58 +0200

Subject: Re: What makes a Carrier? (ftfb)

> Brendan wrote:

> With all the ships I've designed so far using the construction system,

That's high-thrust and decently-hulled, though. If you look at the FB
ships, the average is closer to 40% available. Using 20% of the total Mass as
a limit should probably be OK. However, it doesn't help the large
carriers very much - a wet-navy carrier can only launch the aircraft in
a single direction, which limits the launch speeds; but a space fighter
carrier should be able to launch the fighters in *any* direction, which
means that it can potentially launch lots of them very fast - all of
them at once, if it has enough launch bays...

Later,

From: Brendan Pratt <bastard@o...>

Date: Fri, 05 Jun 1998 17:06:59 -0700

Subject: What makes a Carrier? (ftfb)

I've just had a thought about the definition of a carrier in the new FTFB.

With all the ships I've designed so far using the construction system,
after all the _fixed_ systems (% of mass systems) are installed (drives,
hull, ftl, screens) most ships usually have about 30% of their mass available
for offensive systems & armour.
As a guide, this should make any ship with more than 15-20% of their
mass in fighter bays a carrier (using the old 50% systems definition).

By the way, try this for a ultralight escort carrier:
Mass: 90 (318 pts + fighters)
Hull: Weak FTL: standard MD: 4 Armour: 2
Hits: 18; 5/5/4/4
Crew: 5; 4/4/4/4/2
ADFC 5 Point Defence Systems 4 Fighter Bays

'Neath Southern Skies
http://users.mcmedia.com.au/~denian/

From: Mikko Kurki-Suonio <maxxon@s...>

Date: Mon, 8 Jun 1998 09:54:08 +0300 (EET DST)

Subject: Re: What makes a Carrier? (ftfb)

> On Fri, 5 Jun 1998, Oerjan Ohlson wrote:

> Mass as a limit should probably be OK. However, it doesn't help the

OTOH, wet navy ships are so slow compared to aircraft that the carrier's

movement doesn't really matter (except for wind speed over deck). A space
carrier's velocity vector may make it impractical to launch in some
directions.

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

Date: Mon, 8 Jun 1998 10:10:48 +0200

Subject: Re: What makes a Carrier? (ftfb)

> Mikko Kurki-Suonio wrote:

> > Mass as a limit should probably be OK. However, it doesn't help the

Not really... not as long as you don't allow the carrier to maneuver on the
turn of launch, to give the fighters time enough to clear the ship so
they aren't overrun by it :-/

OK, I wouldn't launch my fighters directly behind the carrier (into my
engine exhausts), but apart from that ;-)

Later,

From: Mikko Kurki-Suonio <maxxon@s...>

Date: Mon, 8 Jun 1998 12:47:26 +0300 (EET DST)

Subject: Re: What makes a Carrier? (ftfb)

> On Mon, 8 Jun 1998, Oerjan Ohlson wrote:

> Not really... not as long as you don't allow the carrier to maneuver

Unless you completely ignore the velocity vector the carrier gives the
launching fighters (which I think is the way FB handles it, hohum...), you
want to launch so that the carrier's velocity helps the fighters reach their
target.

So, a wet navy carrier turns into the wind to launch while a space carrier
turns into the attack to launch (or at the very least stops).

Oh well... if you take real physics far enough, space fighters turn out to be
a pretty stupid weapon anyway...

From: Richard Slattery <richard@m...>

Date: Mon, 8 Jun 1998 22:52:32 +0000

Subject: Re: What makes a Carrier? (ftfb)

> Mikko Kurki-Suonio wrote:

> > OTOH, wet navy ships are so slow compared to aircraft that the

It seems to me, that fighters are a LOT more manueverable in FT that the
carrier they are launching from, and as long as the carrier isn't manuevering
VIOLENTLY (and since carriers generally have 2 thrust it's unlikely) and that
over a (perhaps)15 minute turn 6 fighters launching would take.... hmmm, a
minute at most (assuming they all aren't going out the same door or up the
same tube) there is no need for this 'no manuevering during launch'
restriction. The carrier isn't going to overrun you, since you leave with the
same vector and velocity that it had, plus your boost off the ship.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

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

Date: Wed, 10 Jun 1998 01:19:46 +0200

Subject: Re: What makes a Carrier? (ftfb)

> Mikko wrote:

> > Not really... not as long as you don't allow the carrier to maneuver

> launching fighters (which I think is the way FB handles it, hohum...),

Nope. Fighters don't have velocity vectors in either FT, MT or FTFB.

Answering the rest as if fighters had movement vectors in FTFB (it's not very
difficult to add, of course):

> you want to launch so that the carrier's velocity helps the fighters

Sure. But unless the launch catapults are very powerful (a lot more than the
fighter engines, too), the direction the launch catapult is facing
out from the carrier is not important - only the direction of travel of
the carrier is. The launch bays can still cover most of the available surface
area and spit the fighters out like a cloud surrounding the carrier, before
the fighters light up their own engines and start maneuvering on their own.

Hm, I don't have the post I replied to above any longer... Not sure if you
were talking about carriers being able to launch fighters in more than one
direction (as aircraft carriers generally are not, while space fighter
carriers could be) or how a carrier should maneuver just prior to
launch :-/ I'm talking about the former :-/

> Oh well... if you take real physics far enough, space fighters turn

> to be a pretty stupid weapon anyway...

<g>

From: Mikko Kurki-Suonio <maxxon@s...>

Date: Sun, 14 Jun 1998 23:55:30 +0300 (EET DST)

Subject: Re: What makes a Carrier? (ftfb)

> On Wed, 10 Jun 1998, Oerjan Ohlson wrote:

> Sure. But unless the launch catapults are very powerful (a lot more

As I said...

> Hm, I don't have the post I replied to above any longer... Not sure if

A bit of both, actually. With modern catapult, RATO etc. technology, carriers
could be built to launch into several directions if they saw the
need  (they did see the need to launch and recover at the same time --
which actually does give two launch directions if really needed). I don't
think even Harriers are launched en masse even though they technically could
be.

But I guess carrying the largest possible amount of the best possible aircraft
is a higher priority than chucking them all in the air 30 seconds faster.

Then again, a wet navy carrier wouldn't be caught dead in the same "gaming
table" with an enemy warship if it could help it, quite unlike FT carriers.

From: Paul O'Grady <paulog@o...>

Date: Mon, 15 Jun 1998 12:04:13 +1000

Subject: Re: What makes a Carrier? (ftfb)

> Then again, a wet navy carrier wouldn't be caught dead in the same

Absolutely- time to start panicking if there is an enemy combatant
within 80nm. Aircraft within 100nm are extremely bad news. However, that is
based on the relative weapon enagement envelopes- its all relative.

From: John Atkinson <johnmatkinson@y...>

Date: Sun, 14 Jun 1998 21:30:30 -0500 (CDT)

Subject: Re: What makes a Carrier? (ftfb)

> You wrote:

> Absolutely- time to start panicking if there is an enemy combatant

I'd panic if all I had was a CIWS and a couple of Sea Sparrows between
me and death.  The FT carriers are a little better armed--esp the NSL
one, which I've taken to referring to as a Carriernought.

From: Alan and Carmel Brain <aebrain@w...>

Date: Mon, 15 Jun 1998 21:47:05 +1000

Subject: Re: What makes a Carrier? (ftfb)

> John Atkinson wrote:

> I'd panic if all I had was a CIWS and a couple of Sea Sparrows between

Depends on the CIWS. Forex, the improved YAVUZ class of the Turkish Navy

From: Mark Sykes <tardis@b...>

Date: Wed, 17 Jun 1998 09:28:53 +1000

Subject: Re: What makes a Carrier? (ftfb)

> At 9:47 PM +1000 15/6/98, Alan E & Carmel J Brain wrote:

That is what makes software... soft

O).... the smiling dalek

MarkS

All the way from GallifreyŠ