Railguns/Coilguns pt. 2
Kurt Feltenberger
(07 Jul 2015 23:23 UTC)
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Re: [TML] Railguns/Coilguns pt. 2
Ethan McKinney
(07 Jul 2015 23:41 UTC)
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Re: [TML] Railguns/Coilguns pt. 2
Richard Aiken
(08 Jul 2015 00:30 UTC)
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Re: [TML] Railguns/Coilguns pt. 2
Richard Aiken
(08 Jul 2015 00:35 UTC)
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Re: [TML] Railguns/Coilguns pt. 2
Kurt Feltenberger
(08 Jul 2015 01:36 UTC)
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Re: [TML] Railguns/Coilguns pt. 2
Kurt Feltenberger
(08 Jul 2015 01:35 UTC)
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Re: [TML] Railguns/Coilguns pt. 2
Kurt Feltenberger
(08 Jul 2015 01:42 UTC)
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Re: [TML] Railguns/Coilguns pt. 2
Ethan McKinney
(08 Jul 2015 04:20 UTC)
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Re: [TML] Railguns/Coilguns pt. 2
Richard Aiken
(08 Jul 2015 10:56 UTC)
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Re: [TML] Railguns/Coilguns pt. 2 Grimmund (08 Jul 2015 11:33 UTC)
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Re: [TML] Railguns/Coilguns pt. 2
Richard Aiken
(09 Jul 2015 08:14 UTC)
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Re: [TML] Railguns/Coilguns pt. 2
Kelly St. Clair
(09 Jul 2015 10:03 UTC)
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Re: [TML] Railguns/Coilguns pt. 2
Tim
(08 Jul 2015 14:22 UTC)
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Re: [TML] Railguns/Coilguns pt. 2
Richard Aiken
(09 Jul 2015 07:50 UTC)
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Re: [TML] Railguns/Coilguns pt. 2
Tim
(10 Jul 2015 00:37 UTC)
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Re: [TML] Railguns/Coilguns pt. 2
Richard Aiken
(10 Jul 2015 11:43 UTC)
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RE: [TML] Railguns/Coilguns pt. 2
Anthony Jackson
(10 Jul 2015 17:24 UTC)
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Re: [TML] Railguns/Coilguns pt. 2
W. Hopper
(10 Jul 2015 17:24 UTC)
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Re: [TML] Railguns/Coilguns pt. 2
Richard Aiken
(11 Jul 2015 13:31 UTC)
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Re: [TML] Railguns/Coilguns pt. 2
Kelly St. Clair
(11 Jul 2015 17:49 UTC)
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Re: [TML] Railguns/Coilguns pt. 2
Kurt Feltenberger
(11 Jul 2015 18:09 UTC)
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Re: [TML] Railguns/Coilguns pt. 2
Richard Aiken
(12 Jul 2015 07:15 UTC)
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Re: [TML] Railguns/Coilguns pt. 2
Kurt Feltenberger
(24 Jul 2015 03:54 UTC)
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Re: [TML] Railguns/Coilguns pt. 2
Kurt Feltenberger
(08 Jul 2015 01:32 UTC)
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Re: [TML] Railguns/Coilguns pt. 2
Tim
(08 Jul 2015 01:50 UTC)
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Re: [TML] Railguns/Coilguns pt. 2
Kurt Feltenberger
(08 Jul 2015 01:55 UTC)
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Re: [TML] Railguns/Coilguns pt. 2
Craig Berry
(08 Jul 2015 02:09 UTC)
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Re: [TML] Railguns/Coilguns pt. 2
Kurt Feltenberger
(08 Jul 2015 02:16 UTC)
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Re: [TML] Railguns/Coilguns pt. 2
Tim
(08 Jul 2015 02:59 UTC)
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Re: [TML] Railguns/Coilguns pt. 2
Craig Berry
(08 Jul 2015 03:50 UTC)
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Re: [TML] Railguns/Coilguns pt. 2
Tim
(08 Jul 2015 02:54 UTC)
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Re: [TML] Railguns/Coilguns pt. 2
shadow@xxxxxx
(08 Jul 2015 07:41 UTC)
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On Wed, Jul 8, 2015 at 5:56 AM, Richard Aiken <raikenclw@gmail.com> wrote: > Because I can't imagine a railgun with rails that are only some 5x as long > as a man is tall are capable of creating enough acceleration to matter, > unless the ranges in question are VERY short. > > Of course, said ranges might well be VERY short. The capital ship combats in > the show seem to take place at ranges close enough that the combatants > appear to be visible to one another using the Mark 1 Eyeball. Yes. If you can get both ships visible in the TV frame, and neither appears to be moving relative to the other, you are apparently doing WW2 naval engagements in space. The ships themselves teleport with relative ease. They have very little need for maneuver drives. If you wanted to get closer to the target, it would appear to be easier to just plot an FTL microjump and pop up "over there". Most of the large ship engagements appear to happen at a fairly low relative velocity. The maneuver element is the fighter wing. I mean, the whole space combat premise appears to be based on ww2 aircraft carrier operations in space. Ship movement seems to be based on car chase mechanics. (Enemy ship appears "way out there" and closes "at the speed of plot" for long enough to add some dramatic tension, then gets "in range" and spends 15 minutes "in range" for plot purposes rather than just blasting on past at whatever speed they closed at. Vipers appear to mostly be little A-10s sent out to strafe the other fighters and/or ship. I assume the object of that is to scrape off enough point defense guns on the other ship to allow a nuclear missile a reasonable chance of getting through the point defense fire....) -- "Any sufficiently advanced parody is indistinguishable from a genuine kook." -Alan Morgan