Re: [DS] Heavy Weapon Teams [SG] Laser weapons
From: Derk Groeneveld <derk@c...>
Date: Mon, 9 Apr 2001 11:40:03 +0200 (CEST)
Subject: Re: [DS] Heavy Weapon Teams [SG] Laser weapons
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On Sat, 7 Apr 2001, Oerjan Ohlson wrote:
> For missiles, partly true. That's about all I'm allowed to say at this
> point :-(
>
> For artillery rounds, not true - at least not with current Stealth
> tech. If it had been, we would've fielded stealth artillery rounds
> already, but neither current artillery launch mechanisms nor the
> ballistics/aerodynamics of gun rounds are really compatible with
> today's stealth techniques. (And, of course, today's Stealth
techniques
> aren't effective against all the types of sensors used for
> counter-battery purposes either...)
The problem is partly that other than less-reflective materials,
stealthing largely depends on reducing the radar cross section
('reflectiveness') towards certain directions. As a natural result, RCS
increases in other directions. (Additionally, you're looking to remove
any
straight corners, as they act as natural retro-reflectors, giving a very
high radar cross-section).
A missile is mainly concerned with being deteced head on; a clear area
where you'd want to reduce RCS. Artillery rounds, however, can be
tracked
on the way up as well as on the way down; already two big different
aspect
angles. Furthermore, with artillery, you're not so much concerned about
sensorts ON the target, but much more with sensors 'somewhere out
there'.
Therefore, it would be almost impossible to find a way to present a
minimum RCS at all times.
Anyway, that's just some of the stuff taught inr adar design courses,
I'm
_sure_ there's more complicated stuff I have no idea of, but this should
give a clue of the principles involved.
Cheers,
Derk
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