Railguns
Railguns have changed completely from standard Aurora. There are now six parameters in the design window:
Railgun Maximum MJ Per Ton: The muzzle energy in Megajoules (MJ) of the railgun is based on its size in tons (not HS as I am moving away from HS) multiplied by this number. So a 200 ton railgun with an MJ per Ton of 12, would have a muzzle energy of 2400 MJ. Damage in Newtonian Aurora will be calculated based on the MJ output of a weapon. For comparison, the recently tested US Navy railgun has a muzzle energy of 33 MJ. This is a tech line starting at 5 MJ per ton.
Railgun Energy Conversion Rate: The efficiency with which the railgun transfers energy stored in homopolar generators (HPG). If this was 35% for example, the 2400 MJ railgun would require 6857 MJ of energy to fire. This is a tech line starting at 25%
Railgun vs Projectile Maximum Mass Ratio: This is the ratio of the total railgun mass compared to the mass of the projectile. The kinetic energy of each shot is based on the muzzle velocity squared multiplied by half the mass of the projectile (real physics - not my formula). This means that greater velocity is more important than larger projectiles. Also, greater velocity makes fire control easier. So, the question becomes why not spend your muzzle energy on smaller, faster projectiles? Because with a smaller 'calibre' the actual rails become longer and narrower and there is a limit to the aspect ratio between 'calibre' and rail length. As Aurora doesn't really consider how 'long' something is, that design consideration is handled by this parameter. You can exceed the mass ratio if you wish (and therefore increase muzzle velocity) but your energy conversion rate is reduced by maximum mass ratio/actual mass ratio. I'll show an example of this later on. This tech line starts at a mass ratio of 100,000, which is a 1 kg projectile for a 100 ton railgun.
Railgun Heat Dissipation Rate: When a railgun fires, it generates a huge amount of heat. The parameter covers how rapidly the railgun cools down to the point at which another shot can be fired. It is based on the surface area of the railgun, which is based on its mass. The value of the parameter is how much MJ/s per square meter will be dissipated per second (assuming 1 ton = 1 cubic metre). Smaller railguns will have a greater surface area vs volume than larger railguns so they will cooldown a little faster. For example, if this parameter was 0.6 MJ/s and the railgun was 200 tons and 2400 MJ, the surface area would be 165.4, the dissipation rate would be 99.24 MJ per second and the total cooldown period would be 2400/99.24 = 24.18 seconds, rounded to 24 seconds. You can increase rate of fire by either researching this tech line, or you can also reduce the MJ per Ton parameter to create a less powerful but faster firing railgun. For example, changing it from 12 to 5, would create a 1000 MJ railgun that fired every 10 seconds (albeit at about 2/3rds of the muzzle velocity).
Railgun Size: The size of the railgun in tons
Projectile Mass in Kilograms: The size of the projectile, starting at 1 kilogram with 0.1 kg increments to 5 kg and then 0.5 kg increments. When you hit the mass ratio limit described above, if you wish to create a more powerful railgun while retaining as much energy efficiency as you can, then increasing the size of the projectile becomes the best option. However, if muzzle velocity is deemed more important than energy efficiency then increasing mass ratio would be more effective. The following examples assume MJ per Ton of 12, a 200k mass ratio, a conversion rate of 35% and a heat dissipation rate of 0.6 MJ per m2.
Below is a 200 ton railgun with a 1 kg projectile. This makes full use of the maximum mass ratio of 200k. Note that Vendarite is now the required material for kinetic energy weapons (also, the existing research field of missiles and kinetic weapons has been split into two separate fields). The railgun has a Muzzle Velocity of 69,282 m/s (69.3 km/s), which is the maximum that can be achieved with the available technology without sacrificing energy efficiency. While this doesn't seem to be a very high velocity compared to standard Aurora, bear in mind most ships at a similar tech level would require several hours of acceleration to reach this speed from a standing start and if they are moving faster, their own speed may (depending on the ship's heading) increase the relative speed of the projectile and increase its damage.
2400 MJ Railgun
Muzzle Energy: 2400 MJ Muzzle Velocity 69,282 m/s Cooldown Period: 24 seconds
Power Requirement per shot: 6,857 MJ Energy Efficiency: 35%
Mass Ratio: 200k Energy Efficiency Penalty: 0%
Railgun Size: 200 tons Surface Area: 165.4 Projectile Mass: 1 kg
Cost: 24 Crew: 20 HTK: 2
Materials Required: 24x Vendarite
Development Cost for Project: 240RP
Now lets look at two options for doubling the size of the railgun to 400 tons. The first has the same 1kg projectile size and the second has a 2kg projectile. Both will inflict the same damage and both take 30 seconds to cooldown, because their surface area to volume ratio has decreased. The former has increased the muzzle velocity to almost 100 km/s but at the expense of reducing energy efficiency to 17.5% and therefore requiring 27,429 MJ per shot. The second has the same 70 km/s muzzle velocity as the 200 ton version and requires 13,714 MJ per shot. BTW, you may be thinking why bother with a 400 ton 4800 MJ railgun and instead have two 200 ton 2400 MJ railguns. I'll explain that when I describe the new shield generators.
4800 MJ Railgun - 1kg
Muzzle Energy: 4800 MJ Muzzle Velocity 97,979 m/s Cooldown Period: 30 seconds
Power Requirement per shot: 27,429 MJ Energy Efficiency: 17.5%
Mass Ratio: 400k Energy Efficiency Penalty: 100%
Railgun Size: 400 tons Surface Area: 262.5 Projectile Mass: 1 kg
Cost: 48 Crew: 40 HTK: 4
Materials Required: 48x Vendarite
Development Cost for Project: 480RP
4800 MJ Railgun - 2kg
Muzzle Energy: 4800 MJ Muzzle Velocity 69,282 m/s Cooldown Period: 30 seconds
Power Requirement per shot: 13,714 MJ Energy Efficiency: 35%
Mass Ratio: 200k Energy Efficiency Penalty: 0%
Railgun Size: 400 tons Surface Area: 262.5 Projectile Mass: 2 kg
Cost: 48 Crew: 40 HTK: 4
Materials Required: 48x Vendarite
Development Cost for Project: 480RP
Here is a third option using a 1.5kg projectile, which is a compromise between the other two. Bear in mind these are just the options for two different sizes at one tech level. You will be able to create a lot of different designs, of different sizes, even at just one technology level. With multiple tech lines involved, there are many possibilities for railgun design.
4800 MJ Railgun - 1.5kg
Muzzle Energy: 4800 MJ Muzzle Velocity 80,000 m/s Cooldown Period: 30 seconds
Power Requirement per shot: 18,240 MJ Energy Efficiency: 26.32%
Mass Ratio: 266k Energy Efficiency Penalty: 33%
Railgun Size: 400 tons Surface Area: 262.5 Projectile Mass: 1.5 kg
Cost: 48 Crew: 40 HTK: 4
Materials Required: 48x Vendarite
Development Cost for Project: 480RP
I haven't worked through fire control yet for railguns but at the moment I am leaning toward tracking each projectile as if it were a missile with no maneuvering ability and checking if it occupies the same space as the target (or anything else that gets in the way) at the same time. If that is the case, there will be more chance of it intersecting a ship with shields than the same size ship without shields (see next post for shields). The actual firing of the projectile will be based on the course, velocity and acceleration rate of the target ship and an estimate of where it will be when the projectile arrives. Of course that means the best defence is small, random fluctuations in acceleration and heading. I need to get into the numbers to see how realistic this will be. Of course, a stationary target will make things much easier.
Steve