I have a lot to post on missiles.
1. Why bother with warheads at the speeds in question? At 190 km/s relative (which sounds fairly low for Aurora) the kinetic energy is approximately equal to that of a modern nuke. And metal is a lot cheaper. This is particularly true for AMMs.
2. Laser warheads sound good, as do EMP warheads, submunition warheads, and sandcaster warheads. No, I'm not proposing them based on Traveller. They're an idea I came up with to damage laser optics.
3. My spreadsheet includes CBDR (constant-bearing, decreasing-range) tracking formulas.
4. It would be reasonable for any missiles that miss to disappear (unless you're tracking space debris). I say this because giving it 3x impact delta-V is incredibly wasteful. To the point of insanity. In a knife-fight it might happen, but that's fairly rare.
5. I also like the unification of kinetic projectiles and missiles.
6.
Yes, it would, although the effect would be tracked as Newtons not Joules. Momentum isn't the same as kinetic energy (and this is a weird one to get your head around) so increasing the velocity of a projectile by x5, would require 25x more energy and would give the projectile x25 impact but, at least as I understand the physics, would only give the projectile 5x more momentum and have 5x the effect on the launching ship in terms of affecting its movement. This is because the force applied to the ship is equal to the velocity x mass of the propellant (the railgun shot), not 1/2 mass x velocity^2, which is kinetic energy of the railgun shot.
However, I haven't decided whether to include it yet. Once I have some railguns designed I will run the math and see how much of an impact (unintended pun!) it has.
Steve
Don't bother. As the speed gets higher, the energy-to-mass ratio gets higher. At the sort of velocities you speak of, you're firing the smallest thing you can get a guidance system and thrusters into.
Also, if some sensors are going to be limited-use, it might make sense to set up sensors to be independently-activated.
And if that's going to happen, duty-cycle scaling might be a nice addition, too. This is mostly for surveiliance ships. You can only activate once every five minutes, but the range is x10 or more.
I also would like remote-piloting available. I personally believe that realistic space combat will be largely unmanned. As to why, see
http://www.rocketpunk-manifesto.com/2011/03/space-warfare-xiii-human-factor.html. The biggest issue might be maintainence (as with FLT communications, it's not reaction time.) A robot vessel has a higher failure rate than a manned vessel, and "ages" faster, too. (I'm not terribly familiar with the details of how that works in Aurora.)
And if space pirates must be added, please give them an off switch. I really don't want to go there.
On the balance though, I'm incredibly excited about this. I've enjoyed Aurora immensely, and this looks to be far, far, better.
High-powered microwaves can produce a similar result to EMPs. And there are ways of making an EMP without the use of a nuke. Faraday cages only block them if they are sealed. If there are wires going in and out, then the current induced in the wires can still fry whatever's inside.
Particles to block lasers are not going to be terribly effective. They'll burn out too fast, or be heavier than armor.
While it is true that strong magnetic fields CAN deflect charged particles or magnetically vulnerable materials, these would only work against say ion beams or kinetic weapons using magnetizable metals for instance. Plastic or ceramic ammunition would pass right through, and since it is not the composition of the material that matters but rather the mass for kinetic kill weapons, these should still be effective.
A bigger problem is the velocities involved. That's going to be too high to make these terribly practical.
For shielding I normally consider it to be a handwavium mass effect style potential shield, capable of robbing momentum from kinetic attacks and even laser light (maybe a combination of two or more different shielding technologies working together?).
As for armor that disintegrates under heat makes sense against laser weaponry. These would give off superheated plasma AWAY from the hull WITHOUT spreading it over a larger part of the armor.
It's called ablative armor, and it also carries away more heat than conventional armor. Aurora already uses it, though. There's no "bounces off armor" mode.
Regarding EMP and microwave weaponry, while microwave weaponry is effective against organics, it is MORE effective against sensitive electronics. The electronics for ship control systems, target prediction and all that can be created simply and with resistance to interference far easier than the complex electronics needed for an AI. For example, your AC would be less susceptible to an EMP than an unshielded CPU. Both do their duty but one is just so much closer to the limits of what is physically possible that interferences can be that much more destructive. A single voltage pulse through an AC electronics would likely do nothing, while on a CPU can destroy it.
As far as I am aware, your microwave is not shielded from microwaves with a Faraday cage, the door for instance is shielded by the fact that the holes in the grid is smaller than the microwave wavelength(1mm-1m). That isn't to say that shielding isn't trivial. Either way, we already have a researchable technology that can reduce the vulnerability of our sensors to microwave weaponry, makes sense that this would also be effective to shield AI cores.
That is a faraday cage. It's just that the cage appears to be solid to things with a larger wavelength. A few weeks ago, I was in a faraday cage that was less than 10% metal by area. A tesla coil was arcing to it. I had my hand about 8 inches from the point of contact. Didn't feel a thing.
Minefields are going to be difficult. The sheer volume of space is enormous, and will defeat unguided munitions. And making them go faster doesn't work, either. They have to go at orbital velocity. A better plan is an honrverse-style pod defense system. Missile targeting might require an overhaul to make this all work, though.
One thing I would really like to see would be keel-mount weapons. The mechanics would probably be that the weapon in question is much bigger than normal, and you can only mount one per ship.
As I read the whole thing, I can't wait. If there's anything I can do to help, let me know.