SethAbercromby, on 22 August 2016 - 06:02 PM, said:
Quite the opposite. If you want to estimate anything based on real-life performance, then you have to choose something in that world that most closely mirrors our own. I chose the 12.5 because one of the primary purposes of the MG in BT lore is to engage infantry and with ammo divided into 200 packages, it seemed reasonable to assume that they would aim to keep at least a semblance of a high rate of fire for suppressive purposes. What is also to consider is that BattleMech MGs are very short and do not use long high-velocity barrels like 20 or 30 mm anti-air cannons we use today, so you need a significantly higher portion of propellant to get them to an effective velocity. That is if you don't just use the same projectile but with more propellant, though in that case you are still faced with increasingly diminishing returns. I would assume the actual gain in penetrative power would be a relatively minor one to what I had calculated.
Note: B-tech MGs have a range in space of 108km (or atmospherically 3km), while one could argue the effect of that, at it's simplest B-tech MGs are not quite equivalent to a M2HB, Also ignoring that ~12mm based MGs are not exactly the most common in the fluff (or at lest when associated with specific systems/units). In the TROs I do not recall seeing a 12mm based MG a few references to 20mm and even one reference to a 30mm (scorpion tank fluff).
Heck in the RPG companion they introduce a set of "Vintage" (infantry) weapons, vintage as because they where largely stopped being produced by the 2200s, around that time they where replaced by more modern weapons. So in effect these "Vintage" weapons can be argued to represent "modern real life" weapons.
They Generally suck compared to their B-tech counter parts, and in some cases would struggle to penetrate some of the current house infantry armors.
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Regarding your example with Naval cannons, what you need to consider is that the weight usually also includes turret armor and control systems. The fire control system mounted in BattleMechs is a very primitive one, if it even has any notable impact on high-caliber ACs and is not disregarded completely in favor of not having the recoil knock the Mech over. My ballpark estimate was based around two tons for the barrel, one ton for the thermal sleeve, five tons for the auto-loader and one ton in stabilizing equipment. You can give two perhaps three tons for general assembly and mountings if you like, but I still don't really see 14 tons happening. You also have to consider that the auto-loader on a naval cannon has to load a shell with enough propellant to be effective at tens of kilometers, compared to a modern tank gun's 4 km and AC20s apparent 200 meters.
1) Modern warships largely have effectively zero armor, at best some splinter protection with Kevlar, their Gun houses are basically fiberglass or sheet steel (or aluminum), with what you listed (Barrel 2t, sleeve 1t, feed system 5t, stab gear 1t, mounting 3t) that is 12 tons, 2 more tons is not that hard of a stretch, also your forgetting one very important thing, the system is a generic one that represents weapons ranging from 100mm to 203mm, with 120mm being common, while 12 tons is perhaps generous for a 120mm, would it be so for a 200mm one? I happen to know that for example the USN 5 inch 64 gun is apx 23 metric tons with it's mounting, but the 155 gun on the Zumwalts is in the 100 ton range on it's mounting, the prototype LW 8 inch gun was 79 tons, and that was just the rotating gunhouse (gun house AKA turret, full mass was 102 tons, the gun by it self was 9 tons, do not know if that includes items like the breach)
So 14 tons for a AC-20 is perfectly fine, 12 tons for the AC-10, is perhaps a bit excessive but even then you can find some wiggle room.
2) B-tech Weapons ranges are deceptive, Total warfare it self mentions their reduced for play ability (at B-tech scale 3km will be ~100 hexes, and will take up the better part of 100 square feet of playing space, and ranges that far generally make it quickly turret tech), Also you mention later that theirs a lot of contradictions, that is true, it is as such with ranges, sure a bog standard PPC only has a range of "540m", but yet can nail a ASF flying at mach 1 at 2km altitude, or a MG can wipe out a infantry platoon that is 90m away from it while their standing on a level 200 hex (that's 1,200 meters of elevation), as the game dose not really track elevation. Also that AC-20 in space has a effective range of 108km, no difference between the weapon, after all a AC-20 on a Dropship, fighter or small craft has the same range on the ground as a battlemech, but the second it lifts off it has two options one is the aforementioned 108km (via capital scale), the 2nd is atmospheric scale (though both are used in conjunction with planets), which provides a range of 3km (or 4.5/6km if you use hexes)...
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There is a very large difference between a mechanism that has to lad a 25 kg object compared to one that has to do the same for a 40 or even 50 kg object. That kind of exponential growth is why we have settled with 120 mm as our caliber of choice because it is currently at just the right balance of power, weight and the complexity of the mechanisms required to operate it. The real limitation of our modern weapons is also not really the mechanical element but a material one. As i mentioned before, firing a projectile creates heat both by ignition of the propellant as well as friction of the projectile or sabot with the barrel. If you fire too many times in rapid succession, that heat will cause the metal of the barrel to soften and deform as gravity pulls down on it. We could probably very easily build a mechanism that is capable of feeding 60+ shells per minute into a tank gun, but the barrel would not survive even half of it. Best case you're shooting holes into the ground right in front of you. Worst case, the deformation causes irregularities in the barrel that cause a shell to get stuck, which would likely end up blowing up the entire construction as the energy of the propellant has nowhere to go to.
You can build rapid fire 120mm autocannons, many modern 5 inch naval guns have a rate of fire in the 30 or 40 rounds per minute per barrel, the 76mm Super rapid has a rate of fire in the 120 per minute range (dose not self destruct), the modern french 100mm guns have a rate of fire of around 80 RPM, it also is 22 metric tons.
As for why we use 120mm tank guns, is not strictly because of limits of autoloaders and their systems, it's actually the human element, 120mm rounds are about the largest that can be easily man handled repeatedly, and about the largest one can comfortably fit in the cramped confines of a tank, and that 120mm is more than up to the tasks required for tanks currently (already some countries are looking into bigger calibers to handle the next wave of armor).
One last thing here, Modern tank guns like the M256 have a barrel life of around 1,500 shots, though that in it self is a lie, because modern APFSDS rounds are counted at around 3 to 5 rounds per shot, the Heat rounds however are fired at a lower pressure and velocity and thus have a 1 round per shot count on barrel life. So an Abrams barrel might have to be replaced after firing a few hounded rounds. A B-tech autocannon quite likely has a lot longer barrel life, than the M256, which can impact the weight of the barrel a bit.
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Recoil is a very significant thing, but by that logic so is excess heat. A Large Laser capable of melting 500 kg of whichever armor composition you prefer in less than 10 seconds will also cause enough excess heat to melt itself and whichever body part it was mounted on alongside with it the instant it was fired. If you want to argue that half of the AC/20s weight is just to combat the intense recoil (which would actually fit well with my ballpark estimate), then I would call significant amounts of BS on why you can have a Large Laser operate at only 5 tons, much less a Medium one at 1.
Funny you take the range of 270mm for a AC-20 seriously but you can not handle a laser having the energy to melt/vaporize/whatever even though that is exactly what it says happens. I.e. you can not go off and reinvent B-tech weapons, B-tech lasers are routinely stated to melt hundreds of kg of armor.
Techmanual out rite states 3 PPCs can vaporize nearly 2 tons of armor, and that a heavy (medium) laser has similar destructive powers, not one could argue that Techmanual is perhaps being a bit hyperbolic with that statement. or perhaps quibble with what exactly it means by vaporize... But Generally that and the fluff indicate that B-tech energy weapons are perhaps a bit overpowered.
Though you forget that a Medium laser requires 2 or 3 tons of heat sinks to operate with out causing a eventual shutdown.
Lasers Generally need less barrel assembly, little to no recoil so no real need for that system, no ammo feed systems or reloading gear, nor do the need to be as robust as theirs no stress of automatic fire on the system.
They do need, aiming systems, power feeds, a lasing system and heat distribution systems among major systems (never mind mounting gear).
So yeah a laser system is going to be lighter than a ballistic weapon.
A Ballistic weapon needs
Gun assembly, aiming systems, mounting systems, recoil gear, loading systems, ammo feed systems (part of the gun not the ammo bin), heat distribution gear and it has to be robust enough to withstand repeated automatic fire. Not to mention durability from taking a hit and keep on going (as their are rules to allow the system to function after taking a critical hit, this also applies to all weapons and IIRC equipment)
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I like having the novels a little separate from the 'science' of the lore. While I deeply respect each of the authors, most of them do often disregard realistic depictions in favor of a more dramatic effect, which is perfectly fine for their purposes, but we can't build consistent physics without consistent rules.
Dose not mean you can completely ignore it, it is canon after all (though so is the game...)
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Unfortunately the rules are hardly consistent when it comes to putting any real scientific comparison between individual weapons even when just using the baseline rules, but the MG really is what breaks the entire universe. Those 2 points of damage either make every other weapon system look hilariously weak, or turn the MG in the most overpowered piece of technology in that universe (aside from Lasers that is).
Most Debates I have been in with B-tech Generally ignored the MG as a base line weapon system, and focused on more real weapons, like Gauss rifles.
Though I will grant you that B-tech is full of contradictions, making it hard to deal with.
Though also keep in mind B-tech is not as hard of a scifi as you seem to think (hint, battlemechs are viable weapons systems), effectively all space craft above a few hundred tons brake the law of thermodynamics, case point 600,000 ton warship accelerating at 1G only uses 39.5 tons of regular hydrogen (that's H2, not the fancy stuff like H3) per day.
B-tech dose seem to have much better metallurgy than we do, case point, they can weave strands of diamond fibers into molten steel to strengthen it with out the diamond being adsorbed by the steel (quite the trick as carbon loves iron...).
Another thing to note B-tech managed to speed up the rotation of Venus, as it has a rotation of 48 hours in B-tech (in real life a day on Venus is longer than it's year which is over 200 days, and not 2 days in B-tech), it is not known how they did this.
In any case It would seem B-tech armor has different protective values for different systems
It seems to do less well on high mass low speed impacts, than it dose with low mass high speed impacts, it also dose not seem to do quite as well with rapid impacts (automatic fire), as it dose with single impacts.
It also handles missiles (largely explosive) and energy weapons differently as well.