Re: [FT] How screens work (was Re: UNSC designs)
From: Tom Anderson <thomas.anderson@u...>
Date: Fri, 14 Jan 2000 13:08:39 +0000 (GMT Standard Time)
Subject: Re: [FT] How screens work (was Re: UNSC designs)
On Thu, 13 Jan 2000 RWHofrich@aol.com wrote:
> In a message dated 1/12/00 7:35:26 PM Eastern Standard Time,
> thomas.anderson@univ.ox.ac.uk writes:
>
> > speed isn't necessarily good;
>
> Well, I think that in the case of space combat, where we are talking
really
> big ranges (and targets that move fast to boot), speed is critical in
a
> weapon that is not self-guiding. Remember, you have that
speed-of-light
> delay (2 x) when using radar to receive info on the position of your
target
> (not to mention processor time, but we'll skip over that). Then
weapon
> alignment time, then the time the "beam" takes to reach the area that
the
> target should be in, assuming your computers have correctly guessed
its
> probable manuevers in the meantime. Until you get fairly close, then
the
> heavier/slower weapons could come in really handy.
>
> On the other hand, what's the point of firing something that won't
cause the
> other guy any damage? Oh well, them's the breaks I guess.
exactly - an unguided weapon which travels at 1% of the speed of light
is
no use over lightsecond ranges, so you want a fast beam. otoh, a weapon
which will hit the target but not do anything is also no use. it's all
about tradeoffs.
tom