Upon detection of an incoming missile, or missile barrage, the flechette launchers would track their course and match it with their optimal effective range. Upon a convergence of the two, the launchers would fire, creating a cloud of chaff particles which would either distract the missile's guidance system, destroy the missile, its warhead thinking contact with the metal objects was the ship, or a combination of the two.
The launchers are not fired at the missiles themselves: they are fired into the path of the missile.
Missile is by definition a flung projectile. That is my meaning, including torpedoes and warheads.
I would add only as a request from the designer, that the flechette launchers be halved in their count...worth only half of a whole number. This because, the flechette launchers have only enough explosive in their projectile to scatter the small forged shrapnel shards therein. Unless the ship was directly broadside, without shields or capital ship armor, they would be useless for anything other than anti missile defense. And maybe as a fighter screen. But nothing more.
No, the Fletchette launchers are included because they are weapons. I'm not specific about offensive and defensive because, if you wanted to, any defensive weapon can easily be used as offensive.
Also, the Fletchette launchers are not weapons persay, so i'm hoping you did not include them in the weapons count. If not, its like 5 emplacements over. Lets just put that down to advanced nano miniturisation technology...
And i would, most assuradely, include that clause in the R&Ds final write up, based on the fact that those fighters are not meant to constitute the standard fighter compliement. These Craft are intended to act as the ISD was, completely self sufficient, and in this matter, it relates to the ability to go on assignment and fully construct an operational patrol base/garrison while not subtracting from the ships standard fighting abilities.
The ship can only deploy eight squadrons of fighters and two of bombers as standard deployment.
The others are only carried, and cannot be released in a combat setting under attack. In that respect, it doubles as a carrier. It could only deploy those fighters to a planet or garrison base.
In battle, it would require one post as an order to prepare for deployment, and then another to deploy, as the process takes a great deal of effort and time to move the hangar walls and put the fighters on racks for release. The third post, they would able to fight.
Comments
#25 4:47am 23/12/02
To my memory, nothing I've read says that proton torpedos or conc missiles are heat seeking.
#24 4:09am 23/12/02
Think of modern-day Chaffs onboard jet fighters. Mind you, they produce a heat reading as well...
Dak, man, just go with Gatling Lasers. It's easier... and they don't run out of ammo. :lol
#23 10:32pm 22/12/02
So you think the equivalent of shrapnel is enough to detonate a warhead and potential throw it off its target of a ship that's over two miles long?
#22 8:33pm 22/12/02
Upon detection of an incoming missile, or missile barrage, the flechette launchers would track their course and match it with their optimal effective range. Upon a convergence of the two, the launchers would fire, creating a cloud of chaff particles which would either distract the missile's guidance system, destroy the missile, its warhead thinking contact with the metal objects was the ship, or a combination of the two.
The launchers are not fired at the missiles themselves: they are fired into the path of the missile.
Missile is by definition a flung projectile. That is my meaning, including torpedoes and warheads.
#21 7:35pm 22/12/02
Not quite thousands.
Reading about flechette launcher, they're more of an antipersonnel and antivehicle weapon than antimissile. How is your system going to work?
#20 11:34am 22/12/02
The fletchette launchers are Hapes unique equivilent of the LFX Gatekeeper system, and isstal has 1,000s of those on a ship.
#19 7:53am 20/12/02
I would add only as a request from the designer, that the flechette launchers be halved in their count...worth only half of a whole number. This because, the flechette launchers have only enough explosive in their projectile to scatter the small forged shrapnel shards therein. Unless the ship was directly broadside, without shields or capital ship armor, they would be useless for anything other than anti missile defense. And maybe as a fighter screen. But nothing more.
#18 3:19am 20/12/02
Hmmm.... Ok. I'll get on it.
#17 10:54pm 19/12/02
No, the Fletchette launchers are included because they are weapons. I'm not specific about offensive and defensive because, if you wanted to, any defensive weapon can easily be used as offensive.
#16 4:29pm 19/12/02
The Flechette launchers are an anti missile defense, nothing more.
#15 7:07am 19/12/02
Also, the Fletchette launchers are not weapons persay, so i'm hoping you did not include them in the weapons count. If not, its like 5 emplacements over. Lets just put that down to advanced nano miniturisation technology...
#14 7:10am 13/12/02
And i would, most assuradely, include that clause in the R&Ds final write up, based on the fact that those fighters are not meant to constitute the standard fighter compliement. These Craft are intended to act as the ISD was, completely self sufficient, and in this matter, it relates to the ability to go on assignment and fully construct an operational patrol base/garrison while not subtracting from the ships standard fighting abilities.
#13 11:49pm 12/12/02
The ship can only deploy eight squadrons of fighters and two of bombers as standard deployment.
The others are only carried, and cannot be released in a combat setting under attack. In that respect, it doubles as a carrier. It could only deploy those fighters to a planet or garrison base.
In battle, it would require one post as an order to prepare for deployment, and then another to deploy, as the process takes a great deal of effort and time to move the hangar walls and put the fighters on racks for release. The third post, they would able to fight.
#12 11:24pm 12/12/02
- Reduce total number of encampments to 266
- Maximum starfighter capacity is too high. Reduce to 12 squadrons.
Please, for a final verison for approval, type it out.
#11 10:12am 30/11/02
Shield rating at 17000 SBD
Hull Rating at 10150 RU
Those ratings were worked out compared to a Loronar Strike Cruiser.
Sublight and Hyperdrives equaling (speed wise) an ISD.
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