epicenter00
SOC-13
I wasn't sure if I should post this in the COTI 2300 board or here, but as it's a technical issue, I decided to post it here instead. Note if you're playing "thrust plate" Traveller, this discussion can be safely ignored. If you're playing 2300 it's an issue. It's also an issue in Traveller:TNE as "thrust plates" aren't as convienent anymore and anti-gravity vehicles have similar issues to hover vehicles (see FF&S).
A little background:
In 2300, hover vehicles are a big part of the landscape of the game, fulfilling the "futuristic" flying-car niche left vacant by the lack of anti-gravity technology in 2300. But flipping through the old 2300 Vehicle Guide the other day, something occured to me - in addition to the fact that many (but not all) of the hovertank images in 2300 curiously lack any kind of propulsion fans and just have hover fans - it seems that many hovertanks mount high recoil weapons (plasma guns and large caliber mass drivers).
The problem:
Now, I remember reading something a while back that said that hovercraft are considered to be somewhat limited in real-world military utility due to their noise, their power consumption, their lack of mobility in broken terrain, as well as their tendency to "hockey puck."
For those who don't know, "hockey pucking" is a tedency for hovercraft to become the very model of Newtonian physics: As hovercraft ride a film of air partially contained in a plenum, they have very low ground friction - good for manuverability, bad for being a stable firing platform. When a hovercraft shoots a high-recoil weapon they skitter off very quickly in the opposite direction, in a similar fashion to the hockey puck used in air hockey. Apparently this problem is far more severe on hovercraft than it is even on helicopters or fixed-wing aircraft (I'm not sure how true this last part is but I would imagine the problem would at least be as bad).
While it's understandable that 'hockey pucking' would be less severe in forward-facing fixed mount guns (like the mass driver on the AC-8 hovertank) since the recoil would be counteracted by the forward momentum of the hovertank (or could be), how do turreted guns compensate against this?
Almost all of the "big powers" use hovertanks with large-caliber mass drivers, big plasma guns, and "gatling" guns - all weapons that would have serious impulse or sustained recoil. In almost all cases, they're turreted guns. For those unfamiliar with 2300, the game system lacks anti-gravity as well as intertial compensation (both of which I like - don't get me started on the implications of what you should be able to do with such mastery of inertia and gravity as in vanilla Traveller).
Solutions?
I've been thinking of some solutions to issue and before opening this up for feedback from board members, I thought I'd mention them:
1) You're right, epicenter00, it's not very realistic. Get rid of the high recoil turret weapons and replace them with low recoil weapons like lasers and recoiless (backblast) missile launchers. This is probably the easiest solution, especially for lighter hover vehicles. It lacks a certain artistry, though.
2) Countermass systems. Perhaps by shooting an equal mass of airgel or plastic flakes or whatever out from behind the turret, the recoil of mass drivers could be reduced to managable levels. I suppose the same could be done with plasma guns except I find the idea of constant puffs of plastic flakes shot out from high cyclic weapons like "tri-beamers" to be a humorous and less-than-cool image, like a tank spraying party streamers as it goes into battle.
3) Gyroscopic stabilization. This is probably the best bet (?). I'm no expert in physics, but I'm told that it is possible in theory to reduce or eliminate the recoil of high-recoil weapons by transferring the recoil energy to a gyroscope. I would imagine it would require a fairly good computer to do this, but is well-within the technology of 2300. But wouldn't the transfer of energy play havoc with the pre-existing velocity of the hovertank, as well as possibly overloading the gyroscope?
4) Fans or jets. Related to #2, computer controlled fans might be a solution. Mount them on the turret and key them to react to the firing of the weapon to compensate for the firing. The issue seems to me that it might require a large fan or fan array, and that "ramp up" time for fans would probably mean that the fans are reacting to the recoil after the fact as opposed to eliminating it before it affects movement too much.
5) Ducted Fans. It would require a total redesign of the tanks, but ducted fans mounted in manuverable nacelles/gimbles might be a solution, but would probably have the same issues as #4.
Any ideas?
* It's come to my attention that in FF&S for Traveller: The New Era, "thrust plates" are again reduced in profile so "hockey pucking" might be an issue for grav tanks in TNE as well.
A little background:
In 2300, hover vehicles are a big part of the landscape of the game, fulfilling the "futuristic" flying-car niche left vacant by the lack of anti-gravity technology in 2300. But flipping through the old 2300 Vehicle Guide the other day, something occured to me - in addition to the fact that many (but not all) of the hovertank images in 2300 curiously lack any kind of propulsion fans and just have hover fans - it seems that many hovertanks mount high recoil weapons (plasma guns and large caliber mass drivers).
The problem:
Now, I remember reading something a while back that said that hovercraft are considered to be somewhat limited in real-world military utility due to their noise, their power consumption, their lack of mobility in broken terrain, as well as their tendency to "hockey puck."
For those who don't know, "hockey pucking" is a tedency for hovercraft to become the very model of Newtonian physics: As hovercraft ride a film of air partially contained in a plenum, they have very low ground friction - good for manuverability, bad for being a stable firing platform. When a hovercraft shoots a high-recoil weapon they skitter off very quickly in the opposite direction, in a similar fashion to the hockey puck used in air hockey. Apparently this problem is far more severe on hovercraft than it is even on helicopters or fixed-wing aircraft (I'm not sure how true this last part is but I would imagine the problem would at least be as bad).
While it's understandable that 'hockey pucking' would be less severe in forward-facing fixed mount guns (like the mass driver on the AC-8 hovertank) since the recoil would be counteracted by the forward momentum of the hovertank (or could be), how do turreted guns compensate against this?
Almost all of the "big powers" use hovertanks with large-caliber mass drivers, big plasma guns, and "gatling" guns - all weapons that would have serious impulse or sustained recoil. In almost all cases, they're turreted guns. For those unfamiliar with 2300, the game system lacks anti-gravity as well as intertial compensation (both of which I like - don't get me started on the implications of what you should be able to do with such mastery of inertia and gravity as in vanilla Traveller).
Solutions?
I've been thinking of some solutions to issue and before opening this up for feedback from board members, I thought I'd mention them:
1) You're right, epicenter00, it's not very realistic. Get rid of the high recoil turret weapons and replace them with low recoil weapons like lasers and recoiless (backblast) missile launchers. This is probably the easiest solution, especially for lighter hover vehicles. It lacks a certain artistry, though.
2) Countermass systems. Perhaps by shooting an equal mass of airgel or plastic flakes or whatever out from behind the turret, the recoil of mass drivers could be reduced to managable levels. I suppose the same could be done with plasma guns except I find the idea of constant puffs of plastic flakes shot out from high cyclic weapons like "tri-beamers" to be a humorous and less-than-cool image, like a tank spraying party streamers as it goes into battle.
3) Gyroscopic stabilization. This is probably the best bet (?). I'm no expert in physics, but I'm told that it is possible in theory to reduce or eliminate the recoil of high-recoil weapons by transferring the recoil energy to a gyroscope. I would imagine it would require a fairly good computer to do this, but is well-within the technology of 2300. But wouldn't the transfer of energy play havoc with the pre-existing velocity of the hovertank, as well as possibly overloading the gyroscope?
4) Fans or jets. Related to #2, computer controlled fans might be a solution. Mount them on the turret and key them to react to the firing of the weapon to compensate for the firing. The issue seems to me that it might require a large fan or fan array, and that "ramp up" time for fans would probably mean that the fans are reacting to the recoil after the fact as opposed to eliminating it before it affects movement too much.
5) Ducted Fans. It would require a total redesign of the tanks, but ducted fans mounted in manuverable nacelles/gimbles might be a solution, but would probably have the same issues as #4.
Any ideas?
* It's come to my attention that in FF&S for Traveller: The New Era, "thrust plates" are again reduced in profile so "hockey pucking" might be an issue for grav tanks in TNE as well.