

There is an example of them in the crappy story I forget to update: viewtopic.php?f=16&t=385
Exactly! You could do it, but why would you want to? I suspect it could be viable for fairly large weapons, but there'd have to be a cutoff point where it becomes pointlessly expensive or the guns simply couldn't turn fast enough to make it worthwhile.JabbleWok wrote:If a turret is slow, massive and expensive (as it would be for a large weapon), why bother with it at all? Why not make the weapon fixed, and just rotate the ship? By saving all that mass, the ship could have extra weapons / ammo / fuel / whatever.
The point about turrets is that they can rotate substantially faster than the ship, and multiple turrets allow engaging of several targets at once. Hence turrets are great for point defence of an unmanoeuvrable ship, but a bit pointless for bombardment or long range weapons where the ship has plenty of time to align itself with the target. Or for normal weapons in smaller, manoeuvrable ships, such as fighters.
You can never have enough missilesJabbleWok wrote:I can imagine a long, thin ship with launchers in a herringbone layout, covering a certain angle. The ship lines up the outermost angled launcher, fires, and rotates continuously to the opposite angle, firing all launchers as they point at the target, in one continuous sweeping motion. That way a large ship could devastate a target (depending on its defences) in a matter of seconds. That same ship could hide behind a thick frontal shield if there is heavy incoming fire. Space Katyushas!
Agreed. We need at least (DAKKA)³The Hedge Knight wrote:NEVA ENUF DAKKA
Because a slow massive expensive turret is very likely to be sitting on a significantly more massive/slow/expensive capital shipJabbleWok wrote:If a turret is slow, massive and expensive (as it would be for a large weapon), why bother with it at all?
A cap could be built around a massive gun; putting the same gun into a turret would significantly increase the mass of the ship. What's more, the moments of inertia of the gun would remain the same, so that it would be almost as hard to rotate the turreted gun as it would a gun-based ship. Maybe even more, as the mass of the turret would be added, and you also have to take into account the rotation of a counterweight so as to keep the whole ship stable. So effectively you could be doubling/tripling the size of a ship just to include a turret for its main gun.Ixos wrote:Because a slow massive expensive turret is very likely to be sitting on a significantly more massive/slow/expensive capital ship
Even if 10 degree per second is slow of a turret it is probably much faster then that massive ship realistically can achieve. And to get the final value of how much you can turn around your aim you add "turret turn speed" + "ship turn speed".
So even if the turret is super slow and only can turn the same speed as you ship, you still double the final turn speed which means half the time until you can press that fire button and annihilate whatever is in your way.
True, but that implies that the enemy caps somehow get that close. If your cap is basically a massive gun with an engine, then you should be able to kill the enemy (or be killed by it) long before it gets that close. I'm equating such a cap to artillery or a giant anti-materiel weapon, which you would never use for close-quarters combat. Likely each shot would take some time to set up, e.g. charging capacitors or something.Katorone wrote:Don't forget that turrets are very useful for engaging multiple targets at once. A cap ship could fly between two others and engage them both using turreted weapons.
Not necessarily so. For a start, a long, a thin single-gun ship would have a very small cross section, so would present a small target. 99% of shielding could be at the front. A turreted equivalent would be much easier to hit and harder to shield. If there are powerful transverse engines, a thin ship pointing at the enemy could still dodge enough to avoid incoming fire and make enemy aiming more difficult. For a more massive, turreted ship, the transverse dodging would be much smaller so it would be easier to hit, as well as being a larger target anyway. The one downside would be the inability to simultaneously fire while flying quickly another location, but I suggest that is a much smaller downside than the alternative. It means that cap bombardment ships would use their main engines to get to a fire position, not to fly while firing. In that sense it's far more like artillery than a tank, and with the vast distances of space, having that long-range firepower would be critical long before close-in manoeuvring can take place.Ships without turrets are also more likely to get hit. If you need to point your ship to a target to be able to shoot it, that means you're flying in a predictable way. With turrets you can fly more randomly and let them do the tracking. Even at distances.
Angular momentum is always conserved. On Earth, if you rotate a turret, you rotate the Earth in the oposite direction. As the Earth is a zillion times more massive than the turet, it only rotates a zillionth as much. In space if you rotate a mass, there has to be an equal and opposite effect to conserve that angular momentum. Gyroscopes could be useful for that, but they would make ship manoeuvring much more difficult and unpredictable as they're not at the ship's centre-of-mass - the bicycle wheel effect. Large counterweights may be better, but they add mass and bulk to your ship, making it a slower and larger target. Hence the smaller the turret, the better. If you have a single gun-ship, then central gyros and a reaction control system would give you full, predictable manoeuvrability. You have more fire-power per mass, which (assuming sensible use of mass) would be the statistical decider in space warfare. Physics-wise I see it as a much better option.I'm not sure why you need counter weights in space. But I'm not very familiar with space physics.
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