I. The concept of the electric gun.
Essentially electric guns come in two flavors, rail guns and coil guns.
There is technically such a thing as a maglev gun but it is closely related
to the coil gun concept. As I've explained in previous posts the rail
gun is a very simple device consisting of two metal slats, a conductive
projectile,
and a series of magnets (used to provide a field). Coil guns are essentially
a series of hollow electromagnets (or air core solenoids if you prefer)
that suck a ferrous projectile throught themselves when turned on and
off by a timing cicuit.
II. The physics behind the guns.
A) Rail Guns
Vector mechanics is the heart and soul of what makes rail guns work.
Without going to in depth let us say that all of the most important equations
for a rail gun can be derived the definition of the magnetic field (B).
The final equation to calculate the force exerted upon the rail guns
projectile is F=i(LxB). Where i is the current running through the rails,
L is the width of the projectile (or more properly it is the length of
the path that the electric current takes through the projectile), and
B is the strength of the magnetic field. Because the size of the projectile
is easily controlled it is the current and magnetic field strength that
become the greatest limiting factors.
On the positive side a rail gun can easily be designed to also take atvantage
of the principles of gas expansion used in modern firearms. This is accomplished
by designing the rails as part of a sealed barrel. The projectile is traded
for a highly resistive material while a very thin fuse (typically gold
wire) is glued to its back. When the current runs through it the fuse
is vaporized directly into its charged gas state (also known as plasma).
Since charged gases still conduct electricity the gas behaves exactly
as the fuse would have allowing current to pass through and permitting
the rail gun's projectile to be propelled by both the expansion of the
gas from the vaporized fuse and the magnetic force acting upon the gas
pushing out of the barrel.
B) Coil Guns
I think I may have said this before but coil guns are no where near
as simple as rail guns. The force can that will act upon your projectile
is not easily calculated. Suffice to say that in depth knowledge of quantum
physics is a prerequisite if you want to discuss the ways in which magnetism
operates on ferromagnetic materials. Perhaps the best way to design a
coil gun that I know of is to experimentally determine how particular
materials behave when exposed to a magnetic field. Through experimentation
one can define a relationship between magnetic field intensity and the
force that acts upon a ferromagnetic material. You will of course need
to know the permeability and hysteresis curve for the material in question.
Once a relationship between magnetic field intensity and the force acting
upon your chosen projectile has been established it is only a matter of
designing a timing ciruit to fire your magnets in a sequence that will
use as much of the barrels length as possible. After the timer the chief
design concern will be how much magnetic energy the coil can deliver to
the projectile. This can be determined through the use of several magnetic
equations and the hysteresis curve. I'll provide the basic magnetic energy
equation, it is derived from the other relevant equations and so can be
used to derive those equations should anyone be interested in the excercise.
W=1/2(MMF)(Flux) MMF stands for magnetive motive force, don't be confused
by the nomenclature it is not the actual force acting upon the projectile.
The hysteresis curve is important for calculating the maximum flux that
can be usefully forced through your projectile material. At a certain
point the field strength affecting the projectile will saturarate. At
this point no noticable return can be seen in the projectile's performance
no matter how much more field strength is created by your magnet.
III. Drawbacks
Well, now that I've bored you all with an ton of fairly vague and compicated
math let us turn to the obvious drawbacks of these systems.
A) Rail Guns
A rail guns most glaring problem is the amount of space required for
all of its components. The barrel alone has two very important and quite
seperate electrical systems operating, electromagnets and the rails. Because
you can not generate any force on a current unless you have a pre-existing
magnetic field you simply must have magnets set perpendicularly. Magnets
require their own set of controls and power sources which consumes space.
The rails require a substantial and very hardy power source capable of
delivering enormous currents on command. These also take up space. For
example, an 80 mm prototype at the Green Farm facility required a capacitor
bank that was as big as a room, of course that was about ten years ago.
We should keep in mind that even if the capacitor bank had shrunk to half
a room it's still to big to put on a tank. The rail gun's other serious
drawback is barrel wear. This is what happens when you repeatedly send
killiamps of current down aluminum rails to vaporise a tiny bit of gold
that links them. Between the heat from the high current, the grinding
action of the projectile moving down the barrel and additional heat from
exposure to plasma, tiny pits are eaten in the surface of the rails. This
is the exact same process that occurs to the rotors of your car's brakes,
just exascerbated by additional heat sources. Eventually these pits become
big enough to permit the plasma conducting gas to flash past the projectile.
B) Coil Guns
The main problem that coil guns have is inefficiency. This problem is
caused by the electromagnet. Each loop in the electromagnet can be imagined
as its own little magnet. As the projectile travels through the core of
the magnet more and more of these loops end up behind it, slowing it more
and more. The trick is to time it so that the next magnet in line turns
on, the current magent in use turns off, and the projectile keeps speeding
down the barrel. At best a single magnet can only exert positive acceleration
upon the projectile for half of its length. After the mid point it acts
like a brake. Now the next magnet in line can be used to overcome this
effect but, the last magent in the sequence always loses half of its effective
acceleration length.This can lead to a number of problems not the least
of which is unsteady projectile acceleration and even braking of the projectile
while inside the barrel. Maglev devices also suffer from this problem.
The second drawback to the coil gun is similar to the rail gun. Namely
it requires a very hardy power source that can nearly instantly supply
vast amounts of current. These systems consume space. Coil guns have an
additional drawback in that they require complex timing circuits to drive
the magnets. These may not consume much space but poor calibration can
have serious negative effects on the gun's performance.
IV) The Benefits
Lest you think all is gloom and doom I will now tout the benefits of
these devices.
A) Rail Guns
The primary benefit from the rail gun is that it is simply much more
powerful than a conventional gun. I'll use an example I've used in the
past. The main gun (I forget this weapon's calibre) on a U.S. Battleship
can deliver a whopping 125kJ of energy to its target. By comparison an
80mm prototype operating at Green Farm was able to deliver 5MJ (almost
50 times as much energy) to its target. Not only did this much smaller
gun pack a bigger punch but rail guns also have vastly increased ranges
over conventional artillery. At such high rates of velocity and large
amounts of
energy rail guns are closing in on the ability to turn any solid slug
into a high explosive (like shooting your opponent with a meteor).
B) Coil Guns
The primary advantage of coil guns is also increased power. Although
to a somewhat lesser extent than a rail gun. This is accomplished by converting
the acceleration curve from an exponential curve that quickly goes negative
to a sinusoidal that spends virtually all of its time in the positive
quadrant. While I have no real life examples just imagine that your projectile
gets a fresh kick down the barrel as each magnet in the coil gun turns
on.
V. Game Terms
Getting more "on topic" as it were. I can definatly see where
many primitive races including the EA used or continue to use rail gun
technology. However, the damage for these weapons would more appropriately
be piercing. This is because, unlike a hill, mountain, or other planetary
surface feature, space going vessels simply lack the mass and density
to prevent a high speed projectile from going right through them. However,
we are stuck with a game mechanic. So to explain it away we could simple
say that these weapons fire a high explosive round with a contact fuse.
Their rate of travel is so high that they affectively ignore the armor
on the location where the impact and within nanoseconds detonate causing
great destruction to the local area of the impact. These explosives are
not themselves capable of penetrating any armor which explains why excess
damage is lost.
Moving on we see that the EA abandoned rail gun technology for the most
part after the Earth-Minbari War. I suggest that barrel wear was a contributing
factor to this. However, the new Warlock Destroyer employs rail guns.
We can simply explain this away by stating that new space saving power
equipment allowed multibarrelled rail guns to be employed. Cycling barrels
would dramatically increase a weapon's useful lifespan without actually
improving it's overall characteristics. Although, a faster rate of fire
might be appropriate.
The use of coil guns seems logical as an explantion for the Centauri
matter cannon. The smaller damage is actually likely a smaller explosive
charge and has nothing to do with the weapon's muzzle velocity. On the
whole it requires greater technological finesse to employ these weapons
which is in keeping with the Centauri being a more advanced culture than
Earth. It would be interesting and appropriate to see variations of these
weapons that had piercing mode as an option. I do not believe that these
weapons would be useful on tanks although their value as artillery either
on the ground or from orbit would be very great indeed. Just something
to keep in mind for Gropos.
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