I was just looking at my last State of the Frontier post from April 2021 and saw that it started with “I’m back!”. Which is how I was going to start this one but decided that might be bad form and I already talked a bit about that in my Back to Blogging post in May. Although this time I hope to be back for more than a single post.
Looking Back
I didn’t get as many posts up this month as I had planned but it’s a start.
My first project was to get the Detailed Frontier Timeline posts going with updates here on the blog and the daily posts going again on Twitter. That was a success. I started the month off with a Detailed Frontier Timeline post that covered the events I had posted to Twitter in May as I got the posts going again. Behind the scenes on this project, I did a bit of organization of my notes and got a bit ahead of my posting so I have a bit of buffer in the events I’ve figured out. I missed a few days posting to Twitter this month but got those caught up so everything is on track. I was looking at the full timeline document it is up to nearly 44,000 words. That’s almost the length of my novella Discovery. And there is still a ways to go.
Behind the scenes I’ve started working on finishing up the deck plans for the HSS History’s Hope but I only finished one more deck and didn’t feel that that deserved a post by itself.
The other thing I’ve done is start looking at the websites that I host, most specifically the one for the Frontier Explorer. I’ll probably be focusing on getting a new version of that site up in the next little while.
Looking Forward
The next post will be on Saturday (July 2) and will be a battle summary from the Detailed Frontier Timeline. I post those battle summaries on the days the tweet goes out about the battle. It’s a small fight, and there probably won’t be another one for a couple of months but there are some battles, including a big one, that are building so if you follow the daily updates you might see them coming. Shortly after that post, I’ll get the summary timeline post up for all the events that happened in June.
I’m hoping to finish the deck plans for the HSS History’s Hope this month and get the rest of them posted. I decided to not make videos of the map making process in the interest of time so it will just be the maps, but I think the the videos I already posted on the process are sufficient to demonstrate how I do things. Related to this, once I get the plans for the ship done, I’m considering running a campaign based on the travels of that ship in the timeline, basically having the PCs be the crew on the mission the HSS History’s Hope is undertaking in the Detailed Frontier Timeline. If that’s something you’d be interested in playing in, state tuned.
I’d like to get back to 3D modelling but I think that is going to have to wait at least until August as I’m temporarily relocating to another state at the end of July until Christmas time (my wife is going on sabbatical and I’m going with her along with our two youngest kids) so a lot of my free time next month is going to taken up by cleaning the house and packing.
The other major thing I am going to focus on is the revamp of the Frontier Explorer website. I hope to make significant progress on that next month.
Final Thoughts
There are some things going on in the wider community but I’ve purposely decided to not comment on them here on the blog. I might mention some things in my State of the Frontier post next month, especially to provide links to useful resources. But for now, I’m not ready to do that. Again, stay tuned.
That’s it for this month. It wasn’t as packed as I had wanted it to be but it’s a start and I am getting back into the flow of things once again. Look for more in the future. Stay safe and have fun.
There has been a discussion going on on the Star Frontiers Discord server (invite link) in the #KnightHawks channel about firing one of the Knight Hawk (KH) rocket weapons (torpedoes – TT, assault rockets – AR, or rocket batteries – RB) from a ship downed on a planet surface at a target in orbit around the planet.
Given the nature of the weapons, my gut reaction is that they have more than enough power to get from ground to space, but I want to check that assumption. There are other things to consider such as aiming, steering, etc. Let’s look at these in turn.
Power to get to orbit
The first question we have to answer is if the weapons have enough power to get from the ground to orbit. They are designed for firing in a zero gravity environment and getting to a target in orbit means that they have to climb out of the gravity well. Can they?
We start by looking at how much thrust the weapons have. And to do that, we have to make an assumption about how their engines work. We know that they can cover either 40,000km (TT & AR) or 30,000km (RB) in one KH turn or 10 minutes. The question is do they constantly accelerate over that time or is there a short burst of acceleration and then they basically coast? Personally, I’ve always felt that torpedoes do the former while AR and RB do the latter. But let’s look at the accelerations involved. Warning, math ahead!
The equation that governs the distance traveled for an object that is accelerating under thrust for a time and then (possibly) coasting is given by
d(t) = \frac{1}{2}at_{1}^2 + v_{max}(t-t_1)
where
d(t) is the distance traveled at time t >= t1
t is the total time of the calculation
t1 is the time when the acceleration stops
a is the acceleration of the object while under thrust (assumed to be constant here)
vmax is the velocity of the object after acceleration is over and is simply the acceleration times t1. Substituting this in gives us
d(t) = \frac{1}{2}at_{1}^2 + at_1(t-t_1)
Simplifying this slightly gives us
d(t) = att_1 - \frac{1}{2}at_{1}^2
This equation can be used in both cases where the object accelerates and coasts (t>t1) and when it accelerates the entire time (t = t1).
For the KH weapons, we know the total distance d (30,000 or 40,000 km) and the total time t (10 minutes or 600 seconds). What we don’t know is a or t1. But we can pick one and calculate the other. The rocket with the highest acceleration on Earth is the Sprint anti-ballistic missile which had an acceleration of 100g (982 m/s2) for 5 seconds. So as long as we stay below that figure, we are probably safe.
For the accelerate constantly option, which is what I assume torpedoes do, to cover 40,000km in 10 minutes, the acceleration would need to be 222.22 m/s2. If a rocket battery had the same acceleration pattern, the acceleration would only be 166.67 m/s2 as it has to cover less distance in the same amount of time.
A reader on Facebook asked about the decrease in range and when looking into that, and adding the section at the end, I realized I had miscalculated the acceleration in the burn and coast mode. The actual numbers (now corrected) were lower than I first posted and much more reasonable.
Now for the accelerate and drift option (which I assume for AR & RB), let’s start by trying a 30 second acceleration and then coast to the target. To achieve that, the AR would need an acceleration of 2279.20 m/s2 and the RB would need an acceleration of 1709.4 m/s2. Which is starting to be a bit excessive and well over the 100g of the Sprint rocket. If we go with a 60 second acceleration period, those drop to 1169.59 m/s2 and 877.19 m/s2 respectively. Those are more reasonable and given advanced materials, and the fact that these are fired in a vacuum, maybe that is reasonable.
So now we need to see if these accelerations (and durations) are enough to get these missiles off of a planet.
When we launch from the surface of the planet there are three forces we need to deal with. The first is the thrust from the rocket which is just mass of the rocket times the acceleration we just calculated. This pushes the rocket up. The second is force of gravity pulling the rocket back, and finally we have drag on the rocket as it pushes through the are. This also resists the rocket getting off the planet.
The drag force is given by:
F_d = \frac{1}{2}C_d\rho Av^2
where
Cd is the drag coefficient
rho (ρ) is the fluid density of air
A is the cross sectional area of the missile
v is the velocity of the missile
The drag coefficient depends on the shape of the object and how the fluid flows around it. I’m just going to use the drag coefficient for a long cylinder (0.82) as an approximation for any of these missiles. That value comes from the Wikipedia page for drag coefficients.
The other bit we need is the fluid density of air. That can be approximated by
\rho(h) = \rho_0e^{-h/h_0}
where
ρ0 is the fluid density of air at sea level (we’ll use 1.222 kg/m3)
h0 is the scale height of the atmosphere (10.4 km).
To figure out the acceleration as a function of time, we add up all those forces and divide by the mass of the rocket. That acceleration can then be used to find how high the rocket goes. The problem is that the acceleration has terms that depend on the velocity and position which in turn depend on the previous acceleration and velocity. This type of problem is known as a partial differential equation. And it can be solved but is definitely beyond the scope of this blog. Luckily, it easy to approximate this one with a simple numerical iteration that you can do with a program or even a spreadsheet. So that’s what I did.
The only thing we don’t have is the mass of the rockets. It cancels out for the rocket thrust and gravity but we still need it for the drag term. The problem is that all the rules give us is the volume for each weapon. Since a larger mass will reduce the effect of the drag force, we’ll approximate on the light side and say that the missiles weigh only 1000 kg/m3, the same density as water. That’s might be light but I also assume that the volumes given in the rules are for the entire storage space for the missile, not just the missile, so it probably evens out. And that just means that if it is more massive, the drag effect will be smaller and easier for the missile to get to orbit. That gives us a mass of 10000 kg for the RB and AR and 20000 kg for the torpedo. Although for the rocket battery, I’m going to use a mass of only 1000 kg because it’s a salvo of smaller rockets.
Let’s start with the with the continuous acceleration engine. We’ll look at the RB, AR, and TT and see how long it takes to get to space (if it can at all). For the purpose of this calculation, I’m defining reaching space to mean it got to an altitude of 600 km. That’s a bit higher than the orbit of the Hubble Space Telescope. I’m also going to round the acceleration of gravity up to 10 m/s2 and ignore the fact that gravity drops off with altitude. Finally we’ll use a cross section of one square meter in the drag equation (that’s probably high for the RB but that just means that any values we get for the RB are conservative). Here’s what we get using 0.25 second time steps on the integration:
Weapon
Thrust (m/s2)
Mass (kg)
Time to space (seconds)
Rocket Battery
166.67
1000
112.75
Assault Rocket
222.22
10000
78.75
Torpedo
222.22
20000
77.00
The small mass of the individual rocket battery rockets definitely has an effect on the time. Even with the same acceleration as the other weapons, it would take 94.75 seconds to get to space. Still though, it takes less than 2 minutes to reach space and in truth the drag of the atmosphere is negligible for the RB after 57 seconds and 28.5 seconds for the AR. And remember, these are slightly longer times than the actual values because we’re ignoring the dropping off of gravity with height.
Now let’s look to the burst acceleration case. We’ll use the 60 second burn case. This gives us the following values:
Weapon
Thrust (m/s2)
Mass (kg)
Time to space (seconds)
Rocket Battery
877.19
1000
48
Assault Rocket
1169.59
10000
33.50
Torpedo
1169.59
20000
33.00
Now there would be variations due to atmospheric density and gravity but even increasing the gravity to 1.5 g only added 0.75 seconds to the AR in the continuous acceleration case. Doubling the air density and keeping the gravity at 1.5g pushed the AR’s time-to-space up to 82.5 seconds. The thrust of these weapons is just so large that gravity and drag are only small effects.
In all cases, the missile reaches space before the engine cuts off. The drag force gets really high on these later cases because they are accelerating quickly but it’s not enough to keep them from reaching orbit. So it’s pretty safe to say that any of the weapons have the thrust to reach a ship in low (or even high) orbit if fired from the planet’s surface. But having the thrust to do so isn’t everything.
Heat of Passage
These missiles are going to be screaming through the lower atmosphere for the first 30-60 seconds and that drag force is going to generate a lot of frictional heat on the surface of the missile. The Swift anti-ballistic missile dealt with this by having an ablative heat shield to protect it through the lower atmosphere. It’s safe to assume that our missiles don’t have that as they were never designed for atmospheric launch but rather were expected to be working in a vacuum. One might argue that they might not even have a shell or skin, just structural supports to hold all the pieces as no aerodynamic shape is needed, but we’ll assume that just for the sake of handling they do have a solid surface.
This means that while there might be enough thrust, it might be too much for the missile to handle. The rocket battery, with the slower thrust, goes a bit slower so the effect isn’t as great but it spends more time hot. This is probably enough to make this a no go but it’s up to you to decide if this is a factor for your game.
Aiming/Guidance
The next consideration is how to aim and/or guide the missiles at their targets. And this comes down to how you feel the weapon is fired in space. This will impact if a ship sitting on the surface of the planet can fire and guide the weapon to its target. It really comes down to two ideas, direct flight or guided flight. Direct flight is where the missile is launched and it just flies in a straight line at the target based on its launched direction. Guided flight is where the missile has maneuvering capabilities and can steer itself after the target. Here’s my take on each of the three weapons we’re considering.
Assault rockets are moving player only and forward firing. These are mounted in a launch tube aligned with the main axis of the ship and the ship needs to be lined up with the target before firing as the assault rockets are direct fire. Once launched, they fly in a straight line at the target and detonate. If they have any steering capability, it is minimal for final approach.
Like assault rockets, rocket batteries are direct flight. The difference is that the launcher itself can swivel to aim the rockets and control the direction of launch. Again, any guidance of the missiles themselves if very, very minimal, probably confined to final approach.
Torpedoes, on the other hand, I treat as a guided flight weapon, probably by an internal system rather than controlled by the firing ship, but they do have the ability to steer to chase their targets. You fire them out of the side of the ship and they steer around and guide in as they approach.
This has an impact on how these weapons navigate through the atmosphere. Since they are designed for spaceflight, and not to work in an atmosphere, it’s very unlikely that any of these missiles have fins, which would help to stabilize their flight though the air. They are not needed in space so the missiles wouldn’t have them. Which means, that for the direct flight weapons, strong winds, turbulence, and uneven air flow are going to push them off their intended path, possibly significantly and maybe catastrophically as they don’t really have any guidance system to keep them on track. This won’t be so bad for a guided weapon as it has the capability to somewhat steer itself and remain on course.
Another question is rifling of the launch system. This is where the launch system either by physical design or the way the rocket is made, imparts a spin to the missile as it is launched. While not needed, it may very well be a design feature of the AR and RB launchers as it imparts stability to the flight and could help keep the missile from going off course due to minor unevenness of engine thrust over the long flight, basically a form of gyroscopic stabilization. If you do include some sort of spin stabilization in your launch system, that could help the missile stay on course while buffeted by the atmosphere.
Given those aspects of the missiles, you’d only be able to launch an assault rocket from the surface of the planet if the ship had landed tail down and the target passed nearly directly overhead. Since it takes the whole ship to aim the weapon, a grounded ship can only shoot and AR at a target that passes directly in front of it. The rocket battery or torpedo launcher could conceivably fire at any target. Additionally, there is a good chance that the AR or RB will get knocked off course due to the turbulence of passage through the atmosphere whereas the torpedo, with its steering capability, might fare much better.
Environmental impact
Here I’m not talking about whether the missile launch is good for the environment or not (it’s probably not) but rather what direct impact it has on the firing site. The ship itself would probably be fine as it was designed to handle the launch of the weapon. But they were designed for space and now you have all this heat being generated by the rocket launch rushing out into the surroundings. The air will get hot, things might catch on fire, etc.
Additionally, even the “slow-moving” rocket battery breaks the sound barrier in 2.5 seconds while it is only half a kilometer away from the ship. What impact does that sonic boom have on the ship and surroundings? What impact does it have on the missile?
Effect on range
I had originally ignored this because I was assuming we were looking at shooting at something in orbit around the planet which is well within the range of all these weapons. A commenter in the STar Frontiers Facebook group asked about it so I thought I’d post the max ranges for each of the weapons in each scenario.
If you assume an unguided missile (i.e. AR or RB in my case), I’d definitely reduce the chance to hit something not in orbit just because of the aiming issue, the atmospheric passage would reduce the accuracy of the weapon. But here are the max ranges for the weapons (these are for vertical launches):
Weapon
Normal Range In Space
Continuous Burn From Planet
Burn and Coast From Planet
Rocket Battery
30000 km
25678 km
22189 km
Assault Rocket
40000 km
37716 km
37061 km
Torpedo
40000 km
37953 km
37607 km
So for the larger weapons, the atmosphere only reduces the range by less than 3,000 km or less than 10%. The RB fares a little worse due to the increased drag. In continuous burn mode, it loses ~4,300 km or 14.4%. The biggest effect is when you assume the RB is a burn and coast engine. Then the effect is nearly 8,000 km off it’s normal range, a 26% reduction.
Obviously firing at an angle through more atmosphere would reduce this even more, firing the continuous burn RB at a 30 degree angle drops the range to ~22,000 km and the AR to ~32,600 km as examples. Also, these are actually slight underestimates of the range because I didn’t taper off the gravitational effect with distance from the planet. But that is such a small effect relative to the thrust that the variations are minor.
Final thoughts
This was a fun problem to think about. I think in my game, I’d allow these weapons to be fired at targets in space but give them a failure chance to go off course (possibly catastrophically) during their flight through the atmosphere, probably 20% for torpedoes, 40% for assault rockets, and 60% for rocket batteries. If the PCs were doing this, I’d reduce those failure changes for various things that they do to mitigate some of the problems mentioned above.
Such mitigations could include reprogramming the rockets for slower initial launch speeds (assuming you declare to rockets to not have a solid fuel core that cannot be regulated), somehow inducing spin stabilization at launch, adding fins that deploy after launch to stabilize flight, etc. Of course those things would probably take hours of work to set up and modify the missile so it wouldn’t be something they could do quickly.
One thing I didn’t talk about was the extra time it would take to get out of the atmosphere if not launching straight up. The launch angle (theta), measured in degrees from vertical, is in my spreadsheet that does the calculations but I only presented the numbers for straight up. Also, that angle only affects the height calculation and isn’t accounted for in the slow down caused by gravity but it’s a relatively minor effect unless theta is large. As a first approximation, just divide the times listed above by cos(theta) to get the time to space for a different angle. It’s actually a little bit longer than that due to more time spent with the drag force affecting the missile but not by much (at least for small theta). I’d probably also increase the failure chance by the same factor.
Speaking of the spreadsheet, you can find it here if you want to play with it:
This post takes us into Frontier Year 62. Things are relatively quiet with no major incursions by the sathar although they begin to step up sabotage attempts. The UPF continues to build up the Frontier Fighter Corps while replacing the ships lost in battle. The sathar are also working on replacing battle losses and commit additional resources to the war effort. They also continue to probe for new routes into the Frontier.
The HSS History’s Hope suffers a serious malfunction but recovers and continues on it’s way. This installment also sees the beginning of the events in the final module not already included, SF4: Mission to Alcazzar.
Date (FY)
Events
61.382
– SBF-J1 arrives back at SSC#10 (OFS228). The heavy cruiser under construction is moved out of the shipyard to make room for the damaged cruiser from the battle fleet.
– Work is completed on a UPF assault scout at the PGC shipyards (Gran Quivera, Prenglar) and it joins TF Prenglar at Morgaine’s World. Construction begins on another UPF assault scout.
61.383
SBF-J2 successfully jumps into the Waller Nexus system. It remains near void speed as the astrogators begin calculating the 7 light year jump to the Padda system.
61.384
– The HSS History’s Hope successfully jumps into the YS11 system. However, just minutes after the jump is completed and confirmed, a short circuit causes a fire to break out onboard. The fire is put out but not before it severely damages the hull reducing it to only 25% integrity.
– With its serious hull damage, the HSS History’s Hope begins to drift while the crew attempts repairs. After an hour an a half, the hull is patched and the ship resumes deceleration while the crew cleans up the ship. They begin calculations for the return jump to YS08.
– SG Alpha jumps into the Dramune system. It remains near jump speed and begin calculations for a jump to Fromeltar.
– Two UPF assault scouts are completed at the Hentz (Araks) shipyards. Their crews, having arrived with the FFC pilots take command of the ships immediately. They are given orders to remain in the Araks system for now and together with the FFC fighters are designated PG Tranquility. Work begins on two more assault scouts.
– A UPF fighter and assault scout, as well as the replacement assault scout for the Pale militia is completed at the Terledrom (Fromeltar) shipyards. The UPF battleship is moved into the shipyard for repairs and work begins on two more fighters.
– The second Pale assault scout is completed in the Minotaur (Theseus) shipyards and work begins on another assault scout for Spacefleet. The Pale assault scouts both depart immediately on high-speed transits to their home system.
61.385
The third assault scout for the Pale militia is completed at the CDC shipyards (Triad, Cassidine). With the new classified route linking Cassidine and Truane’s star the ship will be home after a single jump instead of the usual three. Spacefleet begins work on another assault scout
61.386
– After four days of work the damaged heavy cruiser emerges from sathar SCC#10 (OFS228) fully repaired and work resumes on the partially completed heavy cruiser that was moved out to make room.
– The assault scout from Dramune arrives and joins TF Cassidine.
61.387
Two assault scouts, replacements for the Zik-kit (Kizk-Kar) militia, emerge from the CDC shipyards (Triad, Cassidine) and begin a high-speed transit to their home system where they will join up with SF Meteor. Spacefleet begins work on a new destroyer.
61.388
SG Alpha jumps into the Fromeltar system and begins decelerating toward Terledrom to deliver the ships to Task Force Cassidine.
61.389
– Deceleration and jump calculations, along with as much damage clean-up as possible complete, the HSS History’s Hope begins accelerating for the return jump to YS08.
– Another group of 8 pilots graduate in the accelerated program at Gollwin Academy. They immediately depart for the Theseus system to take command of the fighters waiting there.
61.390
Calculations complete, SBF-J2 slips into the Void and successfully jumps to the Padda system. With the next jump being Theseus, they begin decelerating and work on calculations for a return jump to the Waller Nexus system.
61.391
– Four more fighters are completed at the Hentz (Araks) shipyards and their pilots take command of them, filling out FFC Squadron Beta.
– Two more fighters are competed at the Minotaur (Theseus) shipyards. They are crewed by militia pilots until the pilots en route from Gollwin Academy arrive.
61.392
– SG Alpha arrives at Terledrom (Fromeltar). Three of the fighters are transferred to TF Cassidine, while the other 8 are formed into FFC Squadron Gamma.
– A light cruiser is completed at Sathar SCC#5 (OFS19).
61.393
– After 40 days of operation, the CDC compound on Alcazzar (Rhianna), which had been producing at levels even higher than the previous season, suddenly goes silent. (SF4)
– SF Alpha departs for Prenglar to pick up more fighters.
61.394
– The HSS History’s Hope successfully jumps back to the YS08 system, completely mapping that route. Despite the recent fire, the crew decides to press on toward their target and begin decelerating and working on calculations for the jump back to YS11.
– The Pale militia assault scout arriving from Cassidine docks at Pale station. The crew is debriefed and the ship begins duties immediately.
– The UPF Battleship of TF Cassidine emerges from the Terledrom (Fromeltar) shipyards fully repaired. Work begins on 2 destroyers, a frigate and an assault scout.
61.395
Deceleration and calculations complete, SBF-J2 beings to accelerate for the jump back to the Waller Nexus system.
61.396
A UPF assault scout is completed at the Gran Quivera (Prenglar) shipyard and joins TF Prenglar. Work begins on another assault scout.
61.397
After months of negotiations, many energy suppliers on Terledrom (Fromeltar) and Inner Reach (Dramune) agree to join the Consolidated Nebula Energy Group. CNE begins major infrastructure rollouts on Groth (Terledrom).
61.398
Five fighters are completed in the PGC shipyards (Gran Quivera, Prenglar) and transferred to Gollwin Academy. Work begins on five more.
61.399
Successfully jumping in the Waller Nexus system, the sathar have fully plotted the jump route between Waller Nexus and Padda. SBF-J2 remains near jump speed and works on the jump back to the Liberty system.
61.400
Seven more pilots graduate in the accelerated cadet class at Gollwin Academy. They take command of fighters at the Academy, and together with the surviving fighter assigned to TF Prenglar form FFC Squadron Delta base out Morgaine’s World (Prenglar).
62.001
A strike team is assembled by CDC on Triad (Cassidine) and briefed on the Alcazzar project. They depart immediately for the Rhianna system to investigate. (SF4)
62.002
An attempt to sabotage the Inner Reach militia destroyer under construction at the Outer Reach (Dramune) shipyards is thwarted due to a last-minute tip off to the shipyard management. Star Law is called in to investigate.
62.003
– HSS History’s Hope successfully jumps back in YS11. They begin decelerating and begin work on jump calculations for the next leg of their journey, a 9 light year jump.
– The militia assault scout coming from Fromeltar arrives back at Pale station. The crew is debriefed the ship immediately resumes duties.
62.004
The sabotage attempt on the Inner Reach destroyer is quickly traced to agents tied to criminal organizations based on Outer Reach. However, the exact organization responsible is still unknown.
62.005
A frigate is completed at Sathar SCC#3 (OFS138)
62.006
– SBF-J2 successfully jumps back in the Liberty system completely charting the route between Liberty and Waller Nexus. They begin decelerating back toward Snowball.
– The Zik-Kit militia assault scouts arrive at their home station. After a day of debriefing, they begin patrol duties with SF Meteor.
– Sathar commit a portion of the production capacity of Sathar SCC#6 (OFS117) to the war effort and start ramping up production of frigates and destroyers at that center.
62.007
An inside source provides a tip to Star Law indicating that Malthar Enterprises, thought to be mostly destroyed after the events known as the “Dramune Run,” are connected with the recent sabotage attempt of the Inner Reach destroyer.