Designing Spacecraft for Hard SF Battles & Piracy

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SUMMARY

This discussion focuses on the design of spacecraft for hard science fiction scenarios, particularly for piracy and combat. Key elements include an armed cargo ship featuring a fusion reactor, maneuvering ion thrusters, and chemical thrusters for rapid dodging. A battleship design incorporates a spine weapon coilgun capable of launching missiles at 100 km/s, while fighter spacecraft utilize high-thrust nuclear thermo engines and coilguns for combat. The conversation also addresses the challenges of stealth in space, emphasizing that traditional stealth technology is ineffective due to the visibility of thruster emissions and the vast distances involved in space detection.

PREREQUISITES
  • Understanding of spacecraft propulsion systems, including fusion reactors and ion thrusters.
  • Familiarity with weapon systems such as coilguns and laser technology.
  • Knowledge of space combat tactics and the challenges of detection and interception.
  • Awareness of the principles of stealth technology and its limitations in space environments.
NEXT STEPS
  • Research advanced propulsion technologies, focusing on fusion reactors and ion thrusters.
  • Study the mechanics and applications of coilguns in space warfare.
  • Explore the principles of radar and infrared detection methods in space.
  • Investigate the implications of stealth technology in military spacecraft design.
USEFUL FOR

Science fiction writers, aerospace engineers, and enthusiasts interested in realistic spacecraft design and combat scenarios in space. This discussion provides insights into the technical aspects of spacecraft functionality and the strategic considerations of space warfare.

  • #31
I thought about two manuevers, i wonder whether they make any sense?
A: connect two fighters with carbon nanotube cables, and rotate that squadron around its new centre of gravity.
So with tether propulsion, they can change position without using thrusters, that can't be hid.

B: Position two ships into vicinity, fire their thrusters at once, so it won't be obvious, whether ship A fired with 100%, ship A fired with 50% and ship B also fired with 50%. So it would be hard to calculate their acceleration based on the flames of thrusters.
 

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