Alyeska wrote:Interesting little fact about SW capitalship shields and snubfighters. Did you read the ICS section on how shields work in relation to wattage? Capitalship shields are very vulnerable to weapons that can generate a large amount of wattage in a very short period of time. I do believe one of the Warsies at SB.com even calced that it was possible to knock out an Acclamators shields with MT level firepower using nuclear weapons. Specificaly the significant release of radiation from the nuclear weapon.
Take a guess what anti-matter weapons released on detonation. And you do know what Trek weapons use anti-matter don't you?
If you say so. But are you talking about torpedoes? I'm not that much informed about Trek to know and remember such things.
Connect the dots and suddenly Wars has a problem and its all thanks to ICS. It technically fits with snubfighters being able to harm capitalships and it is a side concession in the VS debates.
This would appear to be a "weakness" to all shields. The higher the wattage, the better.
There are two ways to look at this dissipation rate thing:
- You defeat a shield only once you managed to present a wattage that surpasses - even by a low margin - the "anti-wattage' (neutrino radiation).
It's a binary system where you're dealing with a bottomless system with a finite flux, and it's a very simple equation. Firepower is strictly superior to the dissipation rate, or it is not.
- You defeat a shield once you reach the cap, the threshold, whatever finite amount of energy a sort of energy buffer can take before overloading. Of course, the system still radiates energy at a given dissipation rate, and in order to fill the buffer, you have to surpass that dissipation rate with your fire.
Case 2 is that "SB.com claim" you mentionned (which is wrong, since largely incomplete).
The wattage would be particularily relevant for Star Wars, because if the "heat sink" model, which is more like a "sink tank" model, is right, the only way to burn them is to "fill them" as fast as possible before they can radiate whatever energy they have syphoned.
Say a shield has a bleeding rate of 10 KT per second. That's 1 KT per .1 second.
Now, let's say your weapon is a finite system, has only 2 KT worth of energy, but deals its damage in a fraction of a second. .1 s.
Theoretically, it will overwhelm the dissipation rate of the shield.
In case 1, this will defeat the shield.
In case 2, as I've understood it, it just means that you'll fill the tank faster, but you still need to put in 10 KT of energy before it collapses.
If your weapon deals its damage in an extremely short fraction of a second, it clearly gives it the ability to knock the shields off at once, in one shot.
But it does not undermine the fact that to knock off a 1 TT level shield, you still need, at the very least, to deliver 1 TT of energy, in case 2.
The wattage will only tell you if you need to fire only once, or actually fire more than once to reach the threshold faster than the amount of energy the shield can bleed off.
-> Case 2 in no way makes the shield system weaker. It actually makes it stronger.
Now, case 1 can't be right. For a very simple reason.
If the defeat of a shield is ruled by the sheer act of overwhelming the dissipation rate even only once, and even in a slight excess, then nothing of the battles we've seen in Star Wars could have happened.
No shield could sustain X hits before collapsing. It would either be all or nothing.
All battles in Star Wars, notably the ones where shields weakening or about to fail are mentionned, define shields as being mechanisms which can survive several hits before collapsing.
We're talking load strain here.
The energy is stocked. It piles up.
It's like you have a pool, with a volume V, with one guy filling it (Va the amount of water dropped in) and the other emptying it (Vb the amount of water removed).
So let's see. Each person is allowed only one move.
If Va = V, then the pool is immediately filled, but since Vb > 0, enough is simultaneously removed to keep the volume of water below the cap, so it was quite short, but the shield still holds on.
If Va = V + Vb, then the pool is immediately filled in excess of its volume, and Vb (dissipation rate) being insufficient, the shield fails.
Now, over time, if Va > Vb, then the pool will be filled up soon or later.
That is, of course, if you support the heat sink model and want to make it consistent with the films.
Then, a proper way of associating numbers to shields would be to indicate both the dissipation rate AND the energy threshold.
As Curtis Saxton
puts it himself on his own site (and thus his ICS definition would fit with his former beliefs), relative to Alderaan's case (let's not focus on Alderaan, but on the shield principle described there):
The superlaser beam strikes the planet and a bright glow spreads away from the point of contact and expands to cover the entire globe within a few frames of the movie. Let's consider several possible explanations for the nature of this time-varying glow.
- [...]
- Beam/shield interaction: According to Lord Vader [ANH novel, pp.129-130] Alderaan's defences were as good as any in the Empire. That implies a full planetary shield system like that of Coruscant [e.g. The Last Commmand]. Every ray shield attempts to limit the damaging effecs of an incident beam by inducing it to split into a cascade of less intense daughter rays, which are scattered through large angles, and also by direct absorption and re-diffusion of incident energy. Absorbed energy is dumped into internal heat sinks for later, gradual irradiation (e.g. in the form of relatively harmless neutrinos from some starships [AOTC:ICS]). The spreading glow on the face of Alderaan may be the visible consequence of superlaser beam power being partially diffused away from the point of contact. After this momentary effort, the shield is overwhelmed (both in terms of its diffusive and absorptive capacities) and the planet explodes.
So to make this fit with films, the dissipation rate should be the threshold divided by a given number, per second, to allow several hits before shield failure. Or:
Dissipation Rate = (Threshold / X) /s
(With X >>> 1)