The Tactical Group is for discussion of the tactics, strategy and technology involved with defence of the ship and success of the mission.

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mattm's picture

Direct Energy C/Ms

The Royal Navy has confirmed plans to trial direct-energy weapons for use on ships and helos for anti-drone and anti-missile applications. There are obvious parellels with requirements for countermeasure systems on Endeavour.

There's been debate here about whether a close-in defence "phalanx" system should be based on kinetic-energy or direct-energy (or both).

Thoughts?

Slydev's picture

Firing Solution MVP Rundown

This is a proposed firing solution for torpedos for our MVP. Being an MVP it is a much more simplified version that what the final will be. The primary aim of the MVP is for us to see how it performs in the hunter killer simulations and gather data on user interaction with the system. A lot of the numbers of the system have not been decided left and will be left out of this while they are tweaked. This post is less about the math and more about the method.

For now firing is design to happen at Impulse speed.

Firing can be split in to 4 phases:

mattm's picture

EMDAR Walkthrough

A simulated exercise assessment has been posted which provides a first look at how EMDAR works in practise.

An exercise assessment documents how the participants progressed through a simulated mission, including snapshots of the relevant consoles they were using. In the near future, these assessments will also include video.

NeerajA's picture

Torpedo Launch and Velocity

The launch system planned for torpedoes is railgun based, which relies on a magnetic field to amplify initial velocity from an explosive launch. This should give us launch velocities of at least 10K km/sec, depending on the length of the railgun.

Slydev's picture

Weapons System, An MVP Approach

So this is a post I have wanted to do for a while, basically for the MVP we have to simplify the weapons system to see what works and what does not. We can build up from there in each iteration.

I have boiled down my weapons system into core points:

Slydev's picture

Dumb payloads, C/Measures & Combat

So since I have now been over the emdar interface I have been thinking a bit about the mechanics for space combat. A lot of these is an expansion on the 'dynamic torpedo system' in my earlier post.

So to start with I will go over the payload types again. This will give us an idea of what we might be up against and thus what the best countermeasures will be.

Slydev's picture

The firing rail. Space & Inertia

So I have spent a good amount of time pondering on how firing mechanics might work in space. Origonally I had some wild ideas like a moving rail which I scrapped as I felt it would alter the ship too much, cause some structural and mechanical issues and just wasn't great.

What I did come up with is this:

Slydev's picture

Dynamic torpedo system

So I have been thinking of the best way to approach the combat system and have started with the firepower given the idea that the type of space combat will be close to that of modern day submarine and naval combat. Though combat can be best summed up by "Invisibility will be the most effective armour in space." (from the combat overview). The other thing to take note of for combat is that In space we dont know what we are up against, so we have to by agile.

mattm's picture

First look at EMDAR console

Design concepts are emerging for EMDAR consoles - at this stage the training variants. These are simplified versions of the consoles expected to be seen on the bridge, but will provide the crew with hands-on simulator training and provide valuable feedback for systems and procedure design.

EMDAR operating procedures can be seen here with console design schematics attached at the bottom (or you can go directly to the drawings here).

NeerajA's picture

EMDAR Overview

The team has jost posted an overview of EMDAR (Electro-Magnetic Direction and Ranging) which is how the ship will see what is around it in space.

http://crew.isdc.network/liais/tactical/emdar-overview-608

This provides a bit more detail on the detection section of the Combat Overview article, whch suggested deep-space combat would likely favour the side that could detect their opponent first while avoiding detection themselves.

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