Difference between revisions of "Railguns"

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[[File:Naval_Electromagnetic_Railgun.png|thumb|General Atomics Electromagnetic Railgun prototype.]]
[[File:Naval_Electromagnetic_Railgun.png|thumb|General Atomics Electromagnetic Railgun prototype.]]
[[File:EMRG_prototype.png|thumb|BAE Systems Electromagnetic Railgun prototype.]]
[[File:EMRG_prototype.png|thumb|BAE Systems Electromagnetic Railgun prototype.]]
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You have probably heard of railguns.  They are commonly depicted as some kind of fancy high-tech gun that can shoot its bullets really, really fast.  But what are they, really?  And what can they actually do?  Well, let's find out!  
You have probably heard of railguns.  They are commonly depicted as some kind of fancy high-tech gun that can shoot its bullets really, really fast.  But what are they, really?  And what can they actually do?  Well, let's find out!  


Fundamentally, a railgun is a projectile weapon that uses the magnetic forces of high electric currents to push a projectile between two rails.  And yes, this does potentially let the railgun shoot out stuff that goes very fast.  And because it only uses electricity, you can get away from funky chemistry stuff like powders and primers.  But the high speed has the side effect of lots of rail wear; you also  need to [[Energy_Storage|store large amounts of energy]], and then shape that energy to produce pulses of extreme currents.
Fundamentally, a railgun is a projectile weapon that uses the magnetic forces of high electric currents to push a projectile between two rails.  And yes, this does potentially let the railgun shoot out stuff that goes very fast.  And because it only uses electricity, you can get away from funky chemistry stuff like powders and primers.  But the high speed has the side effect of lots of rail wear.  You also  need to [[Energy_Storage|store large amounts of energy]], and then shape that energy to produce pulses of extreme currents.  And the magnetic energy stored in the rails limits the efficiency of railguns compared to some other kinds of launch systems.
 
A railgun is a kind of [[Electromagnetic_guns|electromagnetic gun]], and has the various properties common to electromagnetic guns.  Of all the electromagnetic guns, it is the most mature technology, with many research projects that have progressively made railguns more and more capable.  There are several efforts now underway among various nations (as of 2024) to build fieldable railguns.  Railguns are also the best known of the electromagnetic guns, and have appeared in many works of fiction.  And their simplicity makes them one of the easiest electromagnetc guns to understand how they work.


== Working principles ==
== Working principles ==
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Developing guidance that can withstand the high acceleration, intense magnetic field, and plasma environment of a railgun launch can be challenging.  However, it is a challenge that has been solved at least once<ref name="BAE HyperVelocity Projectile">https://www.baesystems.com/en-media/uploadFile/20210404062224/1434555443512.pdf</ref>.
Developing guidance that can withstand the high acceleration, intense magnetic field, and plasma environment of a railgun launch can be challenging.  However, it is a challenge that has been solved at least once<ref name="BAE HyperVelocity Projectile">https://www.baesystems.com/en-media/uploadFile/20210404062224/1434555443512.pdf</ref>.
==== Ammunition ====
For a railgun, the projectile and sabot make up the entirely of the ammunition.  There's no powder, no casing, no primer.  This is expected to make railgun ammunition rather more compact than that for equivalent conventional firearms &ndash; one claim<ref name="Adams2003">D. Adams, U.S. Navy, "Naval Rail Guns Are Revolutionary", U.S. Naval Institute Proceedings. 129 (2): 34. (February 2003) https://web.archive.org/web/20070708054858/http://edusworld.org/ew/ficheros/2004/railguns.pdf</ref> has a railgun able to store over six times the number of shots in the same volume as conventional ammunition.
=== Charging equipment ===
A railgun requires high power to be delivered in a very short pulse, on the order of a millisecond long.  For railgun artillery or naval canons, this can result in an instantaneous power of tens to hundreds of gigawatts!  Unless the railgun is directly plugged in to the full electrical output of a major regional power generating station (and you are willing to cause blackouts when it fires), you won't be able to directly deliver that kind of power from your main power supply.  Instead, you will need to gradually build up energy over time, [[Energy_Storage|storing it in some kind of equipment]] that can deliver the stored energy in a very fast pulse.  Common ways to do this include charging up capacitor banks or spinning up a compulsator (basically a flywheel attached to a generator).  At least one research program used a massive inductor to store the energy<ref name="RashleighMarshall1978">S. C. Rashleigh and R. A. Marshall, "Electromagnetic acceleration of macroparticles to high velocities", Journal of Applied Physics 49, 2540-2542 (1978)</ref>.  Other potential energy accumulation systems include other varieties of [[Energy_Storage#Flywheels|flywheel energy storage]] as well as [[Superconductive_Magnetic_Energy_Storage|superconducting magnetic energy storage]] (which is still an inductor, but a particularly useful form of inductor if you have the tech to make it convenient).
In most cases, the energy accumulator system will store enough energy for one shot.  Your rate of fire will depend on the time it takes for your primary power supply to build up enough energy for one shot.
Another option are [[Energy_Storage#Explosively_pumped_flux_compression_generator|explosively pumped flux compression generators]], which store the energy as high explosives and give a one-time surge of power when the explosives are detonated to drive your generator.  Because the generator and associated equipment do not usually survive this process, it can be a rather expensive method to power your railgun.  Combined with the need to carry a magazine that could potentially explode, this starts to eat into many of the potential advantages of railguns over conventional guns.
Flywheels, capacitors, and inductors all generally give a sudden surge of power at the beginning that decays over time.  An explosively pumped flux compression generator, on the other hand, delivers a pulse that ramps up from zero to maximum power right at the end of the pulse.  However, what you usually want is a specific pulse shape for your particular engineering design &ndash; for example, a constant power level for the duration of the shot.  This is accomplished with a <i>pulse forming network</i>, which are inductors and capacitors connected in series (or certain kinds of transmission lines) to give the desired pulse profile.


=== Basic electrical engineering and interior ballistics of a railgun ===
=== Basic electrical engineering and interior ballistics of a railgun ===
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=== Recoil ===  
=== Recoil ===  


The circuit containing the current in the rails and projectile must be closed on the other end of the current loop.  The magnetic forces push on this just as much as they do on the projectile, producing recoil<ref>Wm. F. Weldon, M. D. Driga, and H. H. Woodson, "Recoil in electromagnetic railguns", IEEE Transactions on Magnetics, Vol. MAG-22, No. 6, November 1986, pp 1808-1811, Bibcode: [https://ui.adsabs.harvard.edu/abs/1986ITM....22.1808W 1986ITM....22.1808W] DOI: [https://doi.org/10.1109%2FTMAG.1986.1064733 10.1109/TMAG.1986.1064733]</ref> in accordance with [https://en.wikipedia.org/wiki/Newton%27s_laws_of_motion Newton's second law of motion].  The total recoil impulse (momentum transfer) will be the mass of the projectile that is launched out the end of the barrel times the speed of the projectile as it is launched.  In math-speak, the recoil impulse will be <math>-\vec{p}</math>, where <math>\vec{p} = m \, \vec{v}</math> is the momentum of the projectile with <math>m</math> the projectile mass and <math>\vec{v}</math> the projectile velocity. 
The fact that electromagnetic guns have recoil was discussed in the parent article on [[Electromagnetic_guns#Recoil|electromagnetic guns]].  In the implementation of the railgun in particular, the circuit containing the current in the rails and projectile must be closed on the other end of the current loop.  The magnetic forces push on this just as much as they do on the projectile, producing recoil<ref>Wm. F. Weldon, M. D. Driga, and H. H. Woodson, "Recoil in electromagnetic railguns", IEEE Transactions on Magnetics, Vol. MAG-22, No. 6, November 1986, pp 1808-1811, Bibcode: [https://ui.adsabs.harvard.edu/abs/1986ITM....22.1808W 1986ITM....22.1808W] DOI: [https://doi.org/10.1109%2FTMAG.1986.1064733 10.1109/TMAG.1986.1064733]</ref> in accordance with [https://en.wikipedia.org/wiki/Newton%27s_laws_of_motion Newton's second law of motion].
 
This will be similar in magnitude to the recoil produced by a chemical propellant firearm, with one important difference.  A considerable portion of the recoil from a chemical propellant firearm comes from the hot gases jetting out of the barrel, acting like a rocket.  The amount differs depending on the interior ballistics of the firearm but a contribution of very roughly 30% to the recoil is typical.  The railgun will lack these propellant gases, so that the recoil will be somewhat less than that of an unmodified firearm.  However, the same reason it lacks this additional recoil does not allow a railgun to use a muzzle brake, which can reduce the recoil of a firearm even further.
 
== Safety ==
 
One advantage suggested for railguns is that without the need for reactive propellants, ships and ammunition storage warehouses will be significantly less hazardous if hit by enemy fire.  In operation, a railgun might only store enough energy for one shot in volatile fast-discharge energy storage devices such as capacitors.  The fast discharge energy storage would be recharged by a generator between shots.  On a vehicle, this could be the same generator used for electric traction, thus allowing a unified power supply system for the drive train and weapons.  While hits to the fuel or generator are still possible, this hazard is inherent to the operation of the vehicle and is present whether the vehicle is armed with a railgun or not.
 
== High speed ==
 
<table class="center" style="width: auto; margin-left: auto; margin-right: auto;">
<tr>
<td>[[File:Hypervelocity_projectile_impact_test.png|684 px|frameless]]
<tr>
<td width=684>Test of a railgun-fired hypervelocity projectile penetrating a series of metal plates.  The shot is moving from right to left.  A video of test firing is available [https://www.youtube.com/watch?v=O2QqOvFMG_A here].
</table>
 
In a conventional firearm, the propulsion of a projectile becomes increasingly inefficient as the projectile moves at speeds close to the speed of sound in the propellant gas.  A railgun, lacking propellant gas, does not have this problem.  As long as the projectile maintains electrical contact with the rails the projectile can be accelerated.  This makes railguns a contender for launching high speed projectiles, potentially attaining speeds that would otherwise require an exotic and complicated chemical propellant firearm like a light gas gun.  For comparison, artillery will tend to get to around 0.6 to 1 km/s and a tank firing an anti-tank APFSDS dart might reach speeds approaching 2 km/s.  Meanwhile, experimental railgun programs for military weapons development commonly reach speeds of 2 km/s to 2.5 km/s<ref name="Tatake1994"></ref><ref name="Zielinski1996"></ref><ref>Brendan Borrell, "Electromagnetic Railgun Blasts Off: A supersonic bullet is fired with a record-breaking 10 megajoules of muzzle energy", MIT Technology Review, February 6 2008 https://www.technologyreview.com/2008/02/06/128211/electromagnetic-railgun-blasts-off/</ref><ref>"Navy Evaluating Second Electromagnetic Railgun Innovative Naval Prototype ", Office of Naval research, Oct. 9, 2012 https://web.archive.org/web/20121012235510/http://www.onr.navy.mil/en/Media-Center/Press-Releases/2012/Electromagnetic-Railgun-General-Atomics-Prototype.aspx</ref><ref>Allen McDuffee, "Navy’s New Railgun Can Hurl a Shell Over 5,000 MPH", Wired, April 9, 2014 https://web.archive.org/web/20170401112308/https://www.wired.com/2014/04/electromagnetic-railgun-launcher/</ref><ref name="wired2010"></ref>. Speeds of 3, 3.5, and even 6 km/s are often touted, and some experimental railguns have launched solid (albeit plastic) projectiles at up to 10 km/s<ref name="Parker_1989">J. V. Parker, "Why plasma armature railguns don't work (and what can be done about it)", IEEE Transactions on Magnetics, Vol. 25, No. 1, pages 418-424, January 1989</ref>, but for practical systems near of being fielded such speeds have been stubbornly aspirational rather than actual.
 
At around 3 km/s, the kinetic energy of a projectile will match the energy released by the detonation of the same mass of TNT.  This means that a separate warhead is  notneeded.  The energy liberated by the projectile slamming into a target at more than 3 km/s will produce a bigger explosion than if it were filled with explosives &ndash; particularly because artillery shells need to be built extra sturdy to survive launch leaving relatively little space for the warhead.  It is worthwhile to note that penetration doesn't increase when speeds get over 2 km/s.  A faster speed can flatten a larger area but if your goal is punching through armor any energy used getting faster than 2 km/s at the target is energy wasted.  Note that this is speed at the target.  Because a projectile launched in atmosphere will suffer from aerodynamic drag in flight, when shooting at distant targets you may need higher speeds at the muzzle to get the desired terminal performance.
 
As an example, the M795 155mm artillery shell contains 10.8 kg of TNT as explosive filler, giving it an explosive energy yield of approximately 45 MJ.  The shell itself has a mass of 46.8 kg<ref>"M795 Projectile 155mm High Explosive HE", GlobalSecurity.org https://www.globalsecurity.org/military/systems/munitions/m795.htm</ref>.  The same energy could be achieved without explosives if the shell impacted at a speed in excess of 1.4 km/s.


The usual expression for the kinetic energy is <math>K = 1/2 \, m \, v^2</math>.  Using <math>\vec{p}=m \, \vec{v}</math> for the momentum we can express the kinetic energy as <math>K = 1/2 \, \vec{p} \cdot \vec{v} = p \, v/2</math>.  We can now see another benefit of high speed &ndash; for constant kinetic energy, the magnitude of the recoil impulse is <math>p = 2 \, K / v</math>.  So the faster the projectile is launched, the less recoil will be produced (however, we again must caution that the terminal effects of the projectile depend on more than just kinetic energy and it is a mistake to think that two projectiles with the same <math>K</math> but different <math>m</math> and <math>v</math> will have the same effect on target).
== Rail durability ==


[[File:Railgun_Firing_Projectile.jpg|thumb|Muzzle flash from a high speed railgun.]]
[[File:Railgun_Firing_Projectile.jpg|thumb|Muzzle flash from a high speed railgun.]]
In order to maintain electrical contact with the rails the projectile must either keep a sliding physical contact with the rails or strike an electric arc to the rails.  An electric arc is arguably the worse of the two options, as each shot will be arc-welding the rails and will produce ablation and excessive rail wear<ref name="Tatake1994"></ref>.  A sliding contact is no worse than any conventional firearm with the bullet maintaining a sliding pressure seal with the barrel.  But as speeds get higher and higher, a sliding contact produces more and more barrel wear.  A high speed projectile can be expected to significantly reduce rail life compared to the barrel life of a modern firearm.  With that said, it is difficult to fully eliminate arcing during railgun operation<ref>Michael Fisher, "Hypervelocity Projectiles: A Technology Assessment", Defense Systems Information Analysis Center, November 2, 2019, https://dsiac.org/articles/hypervelocity-projectiles-a-technology-assessment/</ref>, with additional wear occurring both near the breach and at the muzzle<ref name="Zielinski1996"></ref>.  The U.S. Navy railgun has reported rails lasting for several hundred shots at speeds of 2 km/s<ref>Sydney J. Freedberg Jr. "Navy Railgun Ramps Up in Test Shots", Breaking Defense, May 19, 2017, https://breakingdefense.com/2017/05/navy-railgun-ramps-up-in-test-shots/</ref>.  This is within the speeds achieved by some tank main guns.  It is not clear how well rails can stand up to projectiles shooting through them at speeds significantly larger than this.
In order to maintain electrical contact with the rails the projectile must either keep a sliding physical contact with the rails or strike an electric arc to the rails.  An electric arc is arguably the worse of the two options, as each shot will be arc-welding the rails and will produce ablation and excessive rail wear<ref name="Tatake1994"></ref>.  A sliding contact is no worse than any conventional firearm with the bullet maintaining a sliding pressure seal with the barrel.  But as speeds get higher and higher, a sliding contact produces more and more barrel wear.  A high speed projectile can be expected to significantly reduce rail life compared to the barrel life of a modern firearm.  With that said, it is difficult to fully eliminate arcing during railgun operation<ref>Michael Fisher, "Hypervelocity Projectiles: A Technology Assessment", Defense Systems Information Analysis Center, November 2, 2019, https://dsiac.org/articles/hypervelocity-projectiles-a-technology-assessment/</ref>, with additional wear occurring both near the breach and at the muzzle<ref name="Zielinski1996"></ref>.  The U.S. Navy railgun has reported rails lasting for several hundred shots at speeds of 2 km/s<ref>Sydney J. Freedberg Jr. "Navy Railgun Ramps Up in Test Shots", Breaking Defense, May 19, 2017, https://breakingdefense.com/2017/05/navy-railgun-ramps-up-in-test-shots/</ref>.  This is within the speeds achieved by some tank main guns.  It is not clear how well rails can stand up to projectiles shooting through them at speeds significantly larger than this.


High speed wear on the rails and projectile will produce vaporized material that are ejected from the barrel on launch, producing a loud muzzle blast and muzzle flash.  Much like modern firearms, this will indicate to observers that the weapon was fired and can help to localize its location, either directly by the flash or from dust and debris kicked up by the blast.
== Muzzle Flash ==
 
It is worth considering that for use on a planet, it doesn't really do much good to get a railgun beyond about 2 to 2.5 km/s.  At those speeds, the projectile will hit hard enough to explode anyway and, as already mentioned, is where the penetration is going to be maximized.  If you go faster, you will lose more energy early on to aerodynamic drag if the projectile has to go through an atmosphere.  in addition, you will have more problems with rail wear.  For a given energy-per-shot budget, it will often be advantageous to keep the projectile speed at 2.5 km/s or less but increase the mass to match your energy output.  Neglecting drag, a projectile launched at 2 km/s can go 200 km; one launched at 2.5 km/s can go over 300 km.  When you include drag, the distance decreases.  The more massive the projectile, the less drag will affect its trajectory and the farther it will go &ndash; giving yet another reason to favor mass over additional speed.  The hypervelocity projectile program<ref name="BAE HyperVelocity Projectile"></ref> gives a range of 185 km for a railgun-launched HVP dart; the railgun this was designed for is commonly reported to shoot projectiles at around 2 km/s, suggesting that for big naval guns like this and narrow aerodynamic darts, drag will not have too much of an effect.  Such arguments do not necessarily apply to guns designed to work in space, however.
 
As current flows through the projectile, [https://en.wikipedia.org/wiki/Ohm%27s_law electrical resistance will heat it up].  Thus, some fraction of the energy delivered for the discharge will go into raising the temperature of the projectile.  At high enough speeds, this inefficiency will deposit so much heat that the projectile will be affected, either warping, partially or fully melting, or vaporizing.  Warping or partial melting will adversely affect accuracy, complete melting or vaporization will prevent the projectile from reaching its target.  Using the terminology of the electrical engineering and interior ballistics section, above, the maximum speed is given when the resistive energy dissipated across the projectile <math>E_p</math> exceeds the heat energy needed to damage the projectile to the point that it no longer functions.  One estimate<ref>F. Winterberg, "The electromagnetic rocket gun", Acta Astronautica Vol. 12, No. 3, pp. 155-161, 1985</ref> gives a maximum speed for monolithic solid dumb projectiles of around 20 km/s; and perhaps as low as 2 km/s for projectiles containing sophisticated equipment such as guidance, control systems, or after-launch propulsion.
 
A railgun projectile going at 2 km/s or more <i>will</i> explode.  If it is a dense dart, it might punch through a considerable thickness of material in the process, but it will produce a significant bast in the process.  Common media depictions of hypervelocity railguns leaving nice neat holes with no collateral damage to nearby objects are not accurate.
 
== Shot consistency ==


In modern artillery, variance in timing of ignition and burning rate of the powder can produce differences in muzzle speed and delays of launch of the projectile.  This can result in decreased accuracyThese will not be present in a railgun, resulting in more consistent exterior ballistics and improved accuracy.
High speed wear on the rails and projectile will produce vaporized material that are ejected from the barrel on launch.  In addition, magnetic energy left in the electrical system as the projectile leaves the rails will be discharged as an electric arcBoth of these processes act to produce a loud muzzle blast and muzzle flashMuch like modern firearms, this will indicate to observers that the weapon was fired and can help to localize its location, either directly by the flash or from dust and debris kicked up by the blast.


== Cost considerations ==
== Upper limits to speed ==


One of the motivations for recent naval railgun development is the low cost per shot of railguns compared to missile systems<ref name="Adams2003"></ref>.  A railgun projectile from a naval cannon might cost $25,000<ref>Kris Osborn "Navy Rail Gun Showing Promise", Defensetech, January 16 2014, https://web.archive.org/web/20140118235547/http://defensetech.org/2014/01/16/navy-rail-gun-showing-promise/</ref>, compared to $500,000 to $1,5000,000 for conventional missilesThe argument is that a large naval railgun could strike targets within 300 km at a rate of perhaps six to ten rounds per minute; because 85% of the world’s population resides within 300 km of shore<ref>W. A. Walls, W. F. Weldon, S. B. Pratap, M. Palmer, and D. Adams, "Application of Electromagnetic Guns to Future Naval Platforms", IEEE Transactions on Magnetics, January 1999, pp. 262-67</ref> a ship could deliver strikes to most targets at a fraction of the cost.
As current flows through the projectile, [https://en.wikipedia.org/wiki/Ohm%27s_law electrical resistance will heat it up]. Thus, some fraction of the energy delivered for the discharge will go into raising the temperature of the projectileAt high enough speeds, this inefficiency will deposit so much heat that the projectile will be affected, either warping, partially or fully melting, or vaporizing. Warping or partial melting will adversely affect accuracy, complete melting or vaporization will prevent the projectile from reaching its targetUsing the terminology of the electrical engineering and interior ballistics section, above, the maximum speed is given when the resistive energy dissipated across the projectile <math>E_p</math> exceeds the heat energy needed to damage the projectile to the point that it no longer functions.  One estimate<ref name="Winterberg EMRG">F. Winterberg, "The electromagnetic rocket gun", Acta Astronautica Vol. 12, No. 3, pp. 155-161, 1985</ref> gives a maximum speed for monolithic solid dumb projectiles of around 20 km/s; and perhaps as low as 2 km/s for projectiles containing sophisticated equipment such as guidance, control systems, or after-launch propulsion.
 
== Launch assist ==
 
Building rockets to launch stuff into orbit is hardOne of the things that makes it hard is that you need to lift the propellant you'll need for later on in the burn in your initial stages of ascent.  This is all encapsulated in the [https://en.wikipedia.org/wiki/Tsiolkovsky_rocket_equation Tsiolkovsky rocket equation] showing how your initial launch mass grows exponentially with the final speed you need
<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"><math>
M_0 = M_f \exp(\Delta v/v_e)
</math></div>
where <math>M_f</math> is all the stuff you want to get delivered to orbit, <math>\Delta v</math> is how much speed you need to add to your rocket from the launchpad to get it into orbit, <math>v_e</math> is the speed of the exhaust coming out the back of your rocket, and <math>M_0</math> is the total mass of your rocket including <math>M_f</math> but also all the extra propellant you need to use to boost the rocket up to that <math>\Delta v</math> speed. For something like a [[Hydrolox_Engine|hydrolox rocket engine]] with <math>v_e \approx</math> 4 km/s, and <math>\Delta v</math> to reach low Earth orbit (including atmospheric losses) something like 8 km/s, you'd need something like six times the mass of your rocket payload in propellant.
 
All this means that any little boost you can give to cut down on <math>\Delta v</math> can give substantial savings on launch weight and cost.  If you could shoot your rocket out of a railgun at 2 km/s, you could cut the amount of fuel nearly in half.  These kinds of arguments have motivated many designs for launch guns to shoot stuff toward space.  This does not necessarily have to be a railgun, it could be a coilgun or even a conventional chemical combustion gun.
 
There are limits to this idea that go beyond merely the technological speed limits of a railgun.  The most severe is that such a space gun can never launch something directly into orbit.  An orbit is an ellipse with one focus on the center of the planet.  This means that any orbital ballistic trajectory which starts from the ground will intersect the ground again before a full orbit is completed.  To get around this, you will need to perform additional thrust maneuvers above the ground &ndash; a trick that can't be done directly with a ground-based launch gun and generally relies on rockets. A space gun can still give some initial speed that will eventually help get the payload into orbit, it can give a boost that will loft the rocket up above the thick part of the atmosphere where the rocket will work more efficiently and the majority of the atmospheric drag is past, and it could potentially launch stuff on escape trajectories that leave the planet forever.
 
<table class="center" style="width: auto; margin-left: auto; margin-right: auto;">
<tr>
<td>[[File:Keplerian_orbit_ground_impulse.png|533 px|frameless]]
<tr>
<td width=533>Launch with an impulse delivered only at ground level puts a payload on an orbital trajectory that will always intersect the ground.  It may be a way to get from Cape Canaveral to Boliva (as shown) but can't put you in an orbit that lets you stay in space.
</table>


== Variations on the standard railgun design ==
== Variations on the standard railgun design ==


=== Helical railguns ===
=== Augmented railguns ===


Helical railguns are a kind of railgun-coilgun hybrid.  In operation, they are basically a brushed synchronous electric motor that has been rolled out into a straight line.  In this concept, there are two rails inside the bore of a helical winding.  The helix is never directly energized except via contact with the projectile.  Current flows up one rail and into a sliding electrical contact on the projectile (called a "brush" when using electric motor terminology)From the brush, the current is then directed into a co-axial electromagnet (which forms the armature, in the electric motor analogy).  After exiting from the electromagnet, the current passes into a circular brush around the circumference of the projectile.  This brush makes electrical contact with the helix, such that the current flows in a spiral around the helix to reach a second circular brush, which turns that portion of the helix between the two brushes into an electromagnetThe current then passes into the second circular brush and back to another rail brush where the current exits and flows back down the other rail.  The electrically magnetized armature is attracted to or repelled from (depending on which one is in front and which is in back) the magnetic field of the energized section of the helix (which forms the stator), which accelerates the projectile down the bore.
If you add additional current-carrying rails adjacent to the rails that guide the projectile, this will increase the magnetic field the projectile experiencesIn fact, if the augmenting rails go all the way to the muzzle where they loop over or under to connect with their counterpart without getting shorted by the projectile, they provide a more uniform field which is a factor of 2 more effective at accelerating a given current through the projectile with the same current through the railsThis all allows the projectile to conduct less current for the same acceleration, lessening the issues with arcing and rail erosion.


A helical railgun uses considerably less current than a normal railgun.  As a result, much less energy is held in the magnetic field associated with the inductance of the rails.  Instead, nearly all the stored magnetic energy is in the energized portion of the helix and in the electromagnet armature.  In this way, only the parts of the device that are actively accelerating the projectile have substantial stored magnetic energy.  As a result, in theory a helical railgun can be significantly more efficient than a standard railgun.
=== Segmented railguns ===


The helical railgun does not require the complicated switching that a coilgun needs.  But it still has the drawback that the projectile makes contact with the barrel, unlike a coilgun which can work with a levitated projectileThis introduces frictional losses, heating, and wear on the rails and helix.
One of the limits to efficiency of the railgun is that magnetic energy is stored throughout the rail that the projectile has passed throughOne potential solution is to break the rails up into electrically independent sections and energize each pair of rails only when the projectile is in themIn principle, this could reduce the stored magnetic energy and increase the efficiencyOne known problem is the difficulty of getting the projectile to transition smoothly from one set of rails to the next.
<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">
<table><tr><td>
[[File:Helical_railgun.png|600 px|frameless]]
<tr><td width=600>
Diagram of the internals of a helical railgunThe stator, including the rails and the helical winding, are on the left and form a barrel (covered with a mechanical support to withstand the forces of firing)The full projectile is shown on the right bottom, and the active portions of the electrical system of the projectile at top right.  Copper-colored material is conductive, grey material is insulating, and the red indicates a winding of an electromagnet.
</table>
</div>


=== Plasma armature railguns ===
=== Plasma armature railguns ===


So you want to get your projectile even faster?  There's a method for that.  Instead of having current go through the sabot to push the projectile, strike an arc at the back of an insulating projectile (often by flash-arcing across a thin conductive foil or ribbon) and have the plasma from the arc push the projectile<ref name="RashleighMarshall1978"></ref>.  This seemingly crazy idea has resulted in railguns that shoot out their projectile at 6 or more km/s, with the highest speeds attained with projectiles made of low atomic weight and low heat of vaporization (such as many plastics)<ref name="Parker_1989"></ref> &ndash; although a rear plastic plug might be used to accelerate a denser projectile in front of it.  However, if you thought that normal railguns were hard on the rails they have nothing on plasma railguns!  The plasma arc continually erodes the rails at a high rate, with continual ablation leading to even more plasma.  The final speed of the projectile from one of these things can be rather unpredictable &ndash; a major limit happens when a second arc is struck in the vaporized debris trail some distance behind the projectile, and this arc sucks out most of the current but does not do much pushing.  Exactly when this <i>restrike</i> phenomenon happens in the turbulent sparsely ionized debris is variable, hence the unpredictability.  Reference <ref name="Parker_1989"></ref> suggests that reliable speeds in excess of 6 to 8 km/s cannot be achieved without controlling restrike (although referencing one test that achieved 10 km/s), but suggests several methods by which restrike may be avoided, controlled, or mitigated.  Namely:
So you want to get your projectile even faster?  There's a method for that.  Instead of having current go through the sabot to push the projectile, strike an arc at the back of an insulating projectile (often by flash-arcing across a thin conductive foil or ribbon) and have the plasma from the arc push the projectile<ref name="RashleighMarshall1978">S. C. Rashleigh and R. A. Marshall, "Electromagnetic acceleration of macroparticles to high velocities", Journal of Applied Physics 49, 2540-2542 (1978)</ref>.  This seemingly crazy idea has resulted in railguns that shoot out their projectile at 6 km/s or more, with the highest speeds attained with projectiles made of low atomic weight and low heat of vaporization (such as many plastics)<ref name="Parker_1989">J. V. Parker, "Why plasma armature railguns don't work (and what can be done about it)", IEEE Transactions on Magnetics, Vol. 25, No. 1, pages 418-424, January 1989</ref> &ndash; although a rear plastic plug might be used to accelerate a denser projectile in front of it.  However, if you thought that normal railguns were hard on the rails they have nothing on plasma railguns!  The plasma arc continually erodes the rails at a high rate, with continual ablation leading to even more plasma.  The final speed of the projectile from one of these things can be rather unpredictable &ndash; a major limit happens when a second arc is struck in the vaporized debris trail some distance behind the projectile, and this arc sucks out most of the current but does not do much pushing.  Exactly when this <i>restrike</i> phenomenon happens in the turbulent sparsely ionized debris is variable, hence the unpredictability.  Reference <ref name="Parker_1989"></ref> suggests that reliable speeds in excess of 6 to 8 km/s cannot be achieved without controlling restrike (although referencing one test that achieved 10 km/s), but suggests several methods by which restrike may be avoided, controlled, or mitigated.  Namely:
<ul>
<ul>
   <li>Segmented railguns, with separate independent power supplies feeding sections of rails insulated from the other sections every 1 to 2 meters.
   <li>Segmented railguns, with separate independent power supplies feeding sections of rails insulated from the other sections every 1 to 2 meters.
Line 321: Line 252:


What happens if you go even farther, and make the rails themselves out of plasma?  Well, mostly they immediately dissipate and don't work.  The only reason we're bringing this up here is that some popular science fiction media has depicted railgun fire with what are described in lore as extended plasma rails jetting from the end of the barrel.  As you by now know from reading the above material and the [[Plasma_Guns|plasma gun]] article, any such rails would simultaneously disperse, explode away from each other at high speed by the magnetic self-forces, and short themselves out before the current could get to the projectile.  They may look neat, but are not realistic.
What happens if you go even farther, and make the rails themselves out of plasma?  Well, mostly they immediately dissipate and don't work.  The only reason we're bringing this up here is that some popular science fiction media has depicted railgun fire with what are described in lore as extended plasma rails jetting from the end of the barrel.  As you by now know from reading the above material and the [[Plasma_Guns|plasma gun]] article, any such rails would simultaneously disperse, explode away from each other at high speed by the magnetic self-forces, and short themselves out before the current could get to the projectile.  They may look neat, but are not realistic.
=== Rocket railguns ===
One suggestion to get around the projectile heating problem for high speed launches is for the projectile to carry its own expendable coolant with it<ref name="Winterberg EMRG"></ref>.  As the projectile is accelerated and heats up, the coolant absorbs that heat and evaporates, making a high pressure vapor that shoots out a nozzle at the back.  This escaping coolant then acts like a rocket, pushing the projectile even faster.  As the vapors pass through the magnetic field at high speed, they are ionized, which allows an electric arc to strike behind the projectile.  Now, the mechanisms of the plasma armature railgun also come in to play, with the ionized vapor being accelerated up into the projectile, pushing it even faster down the barrel.  It is estimated that speeds of a few hundred km/s could be attained in this fashion, although no tests of the mechanism have been conducted.


== Credit ==
== Credit ==
Line 328: Line 263:
== References ==
== References ==


[[Category:Warfare]][[Category:Physics & Math & Engineering]][[Category:Engineering]]
[[Category:Warfare]][[Category:Physics & Engineering]][[Category:Engineering]][[Category:Military Technology]]

Latest revision as of 22:06, 7 May 2024

General Atomics Electromagnetic Railgun prototype.
BAE Systems Electromagnetic Railgun prototype.
High speed projectile fired from a railgun.

You have probably heard of railguns. They are commonly depicted as some kind of fancy high-tech gun that can shoot its bullets really, really fast. But what are they, really? And what can they actually do? Well, let's find out!

Fundamentally, a railgun is a projectile weapon that uses the magnetic forces of high electric currents to push a projectile between two rails. And yes, this does potentially let the railgun shoot out stuff that goes very fast. And because it only uses electricity, you can get away from funky chemistry stuff like powders and primers. But the high speed has the side effect of lots of rail wear. You also need to store large amounts of energy, and then shape that energy to produce pulses of extreme currents. And the magnetic energy stored in the rails limits the efficiency of railguns compared to some other kinds of launch systems.

A railgun is a kind of electromagnetic gun, and has the various properties common to electromagnetic guns. Of all the electromagnetic guns, it is the most mature technology, with many research projects that have progressively made railguns more and more capable. There are several efforts now underway among various nations (as of 2024) to build fieldable railguns. Railguns are also the best known of the electromagnetic guns, and have appeared in many works of fiction. And their simplicity makes them one of the easiest electromagnetc guns to understand how they work.

Working principles

An electric current creates a magnetic field that circulates around it. If you have two parallel conductors carrying current in opposite directions, they both produce a field that points in the same direction between them, amplifying the field in that direction (likewise, outside the two wires the fields point in opposite directions making the field weaker there and causing it to fall off faster than the field from a single wire).

A magnetic field exerts a force on any electric currents going through it. The force is in the a direction perpendicular to both the magnetic field and the current, and is proportional to both.

Amperes circuit law.png

Field from parallel wires.png

Lorentz force current magnetic.png

The magnetic field (magenta) circulating around a cross sectional plane perpendicular to the direction of an infinite line of current (green).

The magnetic field (magenta) circulating around a cross sectional plane perpendicular to the direction of two infinite line of current in the opposite directions (green).

The force on a current due to a magnetic field.

The basic idea for building a railgun is to take two parallel conductive rails. Short the two rails with a conductive projectile near the breach. Apply a pulse of very high current, that will run down one rail, through the projectile, and back up the other rail. The current-carrying parts of the rail make a high magnetic field between them. This field pushes on the current flowing through the projectile, which launches it down the rail. As long as the projectile shorts the two rails, it experiences the force and is accelerated faster.

Railgun simplified.png

A simplified diagram showing the workings of a railgun.

The magnetic field can be enhanced if the railgun uses a ferromagnetic barrel around its rails. This in turn will increase the force on the projectile and improve the railgun efficiency and performance. However, for most practical applications (including weapons use), the field between the rails is far above the saturation field of any known ferromagnet, such that using a ferromagnet only serves to decrease the efficiency.

The overarching requirement of extreme currents to provide both the magnetic field and propulsive force combined with a largely low resistance design using highly conductive rails and a projectile mean that railguns are engineered to be extremely high current but relatively modest voltage devices. The currents regularly reach hundreds of kiloamperes (kA) to megaamperes (MA) with voltages in the low kilovolts (kV) [1][2][3].

Sadly, a railgun generally will not crackle with electric arcs when it is charging up. These arcs would short the circuit between the rails, drawing power without any benefit and preventing current from getting to the projectile.

The projectile

A railgun projectile will need to make good electrical contact with the rails as it slides. It will also need to have good aerodynamic properties and terminal performance. Because these two requirements are often at odds, a common design for high speed railguns is to use a light-weight conductive sabot, often made of aluminum (carbon fiber has also been proposed). The sabot holds the projectile while maintaining electrical contact, and is the actual thing being pushed. Once the sabot leaves the rails, it falls away to allow the projectile to continue down-range in free flight.

Hypervelocity projectile.png
BAE Systems railgun hypervelocity projectile, with (left) and without (right) its sabot.
Railgun projectile 1.jpg Railgun projectile 2.png
Some designs for railgun rails, sabots, and projectiles.
Railgun projectile sabot separation 2.jpg
The sabot separates from a hypervelocity railgun dart immediately after launch.

Because the sabot leaves with the same speed as the primary projectile, and can often have a non-negligible mass, there is a risk of the sabot traveling down-range for some distance and causing unintended damage.

It is common for railgun projectiles to be long, aerodynamic darts with fins for stabilization and possibly guidance. Because they are often designed to be shot at hypersonic speeds, they will often take the form of a long-rod penetrator, like an anti-tank APFSDS shot. For these hypersonic rounds, the kinetic energy of the round is likely to be larger than the chemical energy released by any explosive warhead, and consequently they are likely to forgo a warhead and let the energy of their impact do their exploding for them. However, there are other options that have been considered. For example, shrapnel rounds where the projectile is fused to release a swarm of small sub-projectiles (generally made of a dense material such as tungsten) have been designed and may be useful for defense against drones, missiles, and aircraft.

HVP shrapnel separation.png
A bursting charge disperses shrapnel sub-projectiles in a test of a railgun hypervelocity projectile.

Developing guidance that can withstand the high acceleration, intense magnetic field, and plasma environment of a railgun launch can be challenging. However, it is a challenge that has been solved at least once[4].

Basic electrical engineering and interior ballistics of a railgun

Warning! This section is going to have a lot of (gasp) math! If you don't like math, the highlights are that the efficiency of a railgun probably won't be all that great but can be made not horribly terrible either, and there might be ways to make it better. And now you can skip to the next section if you want. But if engineering of extreme propulsive systems is the kind of thing that you think is fun, read on!

This section will illustrate the basic physical mechanisms behind the operation of a railgun, using as an example a railgun operated under the most basic possible conditions – namely constant current supplied at the breach. Actual systems are likely to be more complicated than this, but from the principles introduced here you can appreciate some of the main engineering factors that go in to railgun design.

Electrical forces

The mechanics of a system of electric currents, its energy, and the forces acting on it, are often most conveniently found using the inductance of the system, commonly denoted . For our purposes, the inductance per unit length will be more convenient. The actual inductance of a particular circuit will likely be computable only numerically, but we can make some useful approximations. The DC inductance per unit length of a transmission line of radius with wire separation is known to be[5]

where H/m is the permeability of free space. The rails in our railgun approximate this transmission line between the power couplings at the breach and the location of the projectile. While the rails might not be circular in cross section, we can still take to be some approximate characteristic transverse length scale of the rail cross section (perhaps for rectangular rails of height and width ; the logarithmic dependence means the net result is not strongly dependent on the exact value for ). If the rails are enclosed in a permeable material (such as iron or other ferromagnetic substance), can be approximately replaced by the permeability of the material as long as the current is not so strong as to produce a magnetic field which saturates the material.

The electric force on the projectile with constant current is

The approximate magnetic field between the rails can be found by using the force on a current carrying wire (in this case the projectile) in a uniform magnetic field

where is the average magnetic field over the projectile. If is not significantly smaller than the saturation field of the permeable material of the barrel used to amplify the field, the material is likely to show the effects of saturation and the approximation of replacing by will no longer hold.

For the projectile at a distance , the total inductance is . The work done on the projectile plus sabot is the product of the force and the distance over which that force is applied; . The magnetic energy of a circuit is . The total energy is , with the result that, ignoring any other losses, the efficiency of a railgun with constant current fed into the rails only at the breach is never greater than 50%.

For a total rail length , when the projectile leaves the railgun so that the final work done on the projectile and sabot, ignoring losses, and the final magnetic energy are

Frictional forces

In addition to inefficiencies due to the loss of magnetic energy once the projectile leaves the barrel and the circuit is broken, there will be frictional and resistance losses. Contact with the rails will produce a frictional force on the projectile. The work done by the force against this friction over the entire length of the rails is

The kinetic energy of the projectile plus sabot will be the electrical work done on the projectile minus the amount of that work that goes into friction, such that

The kinetic energy of the projectile alone is

where is the fraction of the mass of the projectile to the total projectile + sabot mass.

The projectile speed will be

where is the projectile mass.

Resistive losses

If the projectile has a resistance and the rails have a resistance per unit length , the total resistance of the system when the projectile is at a distance from the breach will be

The resistive power loss is

Under constant force, the position as a function of time is

for projectile mass The time to reach the end of the rails is thus

If we integrate the resistive power over time to find the total resistive energy loss,

where is the resistive energy dissipated across the projectile

and is the resistive energy dissipated into the rails

Efficiency

The total efficiency therefore becomes

More sophisticated design can increase the efficiency, at the expense of increased complexity. For example, multiple energy storage units distributed along the rails that are triggered as the projectile passes would reduce the stored magnetic energy in the rails at the time the projectile leaves. However, discussing the engineering of these more complicated systems is beyond the scope of this work. In addition, the additional complexity such a system would incur reduces the railgun's attractiveness compared to coilguns, which have similar timing and switching considerations but also can eliminate the rail friction by using a levitated projectile.

An alternative method to increase the efficiency is to violate the assumption that the current is constant during the projectile acceleration. If the current is decreased as the projectile travels down the barrel, the magnetic energy in the barrel likewise decreases. In the limit of a sudden current pulse when the projectile is at the breach and then allowing the current to only be maintained by magnetic induction thereafter, without additional energy input into the railgun, has an interesting similarity to a gunpowder weapon where the hot powder is only at its maximum pressure when the bullet is near the breach and the pressure falls off with distance as the powder gases do work on the bullet. In this case, neglecting resistance, the magnetic flux through the circuit is kept constant by induction and the current falls off in inverse proportion to the distance the projectile has traveled down the rails

Another natural solution is to deliver a constant power to the railgun instead of a constant current. As we have seen, the electrical work and the magnetic energy are both proportional to the position of the projectile down the barrel. However, as the projectile speed increases the position changes faster and faster and more and more energy must be added in a given time. If the power supply has a maximum power available, once the railgun is operating at that power the current will start to decrease with time to both reduce the rate of work on the projectile and the rate of increase in magnetic energy.

Again, the full analysis of the problem with a time-varying current is beyond the scope of this article although the work done here should be a good start for anyone interested in working it out for themselves.

Finally, it may be possible to recover some of the magnetic energy for later use. Perhaps this energy could be used to charge a capacitor near or at the end of the firing cycle, which would then provide some of the energy for the next shot.

For real high powered experimental railguns, efficiencies range from 4%[1] to 35%[2]. Sliding contact armatures tend to have significantly better efficiency than plasma armatures (see below). Energy recovery of the magnetic energy to charging the launch capacitors can allow efficiency to exceed 50%[2].

Self forces

The same interaction between the magnetic field and the current that pushes the projectile also acts on the current flowing through the rails. This produces a strong force that acts to push the rails apart[2]. If this happens, electrical contact with the projectile will be broken and the rails might get permanently damaged if they are warped beyond their elastic limit. A consequence of this is that railguns will not have bare exposed rails. Instead, the rails will be contained within a strong barrel structure that can support the forces pushing on the rails to minimize strain on the rails and keep the gun from bursting or warping. Sadly, common artistic interpretations of railguns with a pair of exposed unsupported rails will not work.

If you are using the engineering analysis from above, the force per unit length pushing the rails apart is

Recoil

The fact that electromagnetic guns have recoil was discussed in the parent article on electromagnetic guns. In the implementation of the railgun in particular, the circuit containing the current in the rails and projectile must be closed on the other end of the current loop. The magnetic forces push on this just as much as they do on the projectile, producing recoil[6] in accordance with Newton's second law of motion.

Rail durability

Muzzle flash from a high speed railgun.

In order to maintain electrical contact with the rails the projectile must either keep a sliding physical contact with the rails or strike an electric arc to the rails. An electric arc is arguably the worse of the two options, as each shot will be arc-welding the rails and will produce ablation and excessive rail wear[1]. A sliding contact is no worse than any conventional firearm with the bullet maintaining a sliding pressure seal with the barrel. But as speeds get higher and higher, a sliding contact produces more and more barrel wear. A high speed projectile can be expected to significantly reduce rail life compared to the barrel life of a modern firearm. With that said, it is difficult to fully eliminate arcing during railgun operation[7], with additional wear occurring both near the breach and at the muzzle[2]. The U.S. Navy railgun has reported rails lasting for several hundred shots at speeds of 2 km/s[8]. This is within the speeds achieved by some tank main guns. It is not clear how well rails can stand up to projectiles shooting through them at speeds significantly larger than this.

Muzzle Flash

High speed wear on the rails and projectile will produce vaporized material that are ejected from the barrel on launch. In addition, magnetic energy left in the electrical system as the projectile leaves the rails will be discharged as an electric arc. Both of these processes act to produce a loud muzzle blast and muzzle flash. Much like modern firearms, this will indicate to observers that the weapon was fired and can help to localize its location, either directly by the flash or from dust and debris kicked up by the blast.

Upper limits to speed

As current flows through the projectile, electrical resistance will heat it up. Thus, some fraction of the energy delivered for the discharge will go into raising the temperature of the projectile. At high enough speeds, this inefficiency will deposit so much heat that the projectile will be affected, either warping, partially or fully melting, or vaporizing. Warping or partial melting will adversely affect accuracy, complete melting or vaporization will prevent the projectile from reaching its target. Using the terminology of the electrical engineering and interior ballistics section, above, the maximum speed is given when the resistive energy dissipated across the projectile exceeds the heat energy needed to damage the projectile to the point that it no longer functions. One estimate[9] gives a maximum speed for monolithic solid dumb projectiles of around 20 km/s; and perhaps as low as 2 km/s for projectiles containing sophisticated equipment such as guidance, control systems, or after-launch propulsion.

Variations on the standard railgun design

Augmented railguns

If you add additional current-carrying rails adjacent to the rails that guide the projectile, this will increase the magnetic field the projectile experiences. In fact, if the augmenting rails go all the way to the muzzle where they loop over or under to connect with their counterpart without getting shorted by the projectile, they provide a more uniform field which is a factor of 2 more effective at accelerating a given current through the projectile with the same current through the rails. This all allows the projectile to conduct less current for the same acceleration, lessening the issues with arcing and rail erosion.

Segmented railguns

One of the limits to efficiency of the railgun is that magnetic energy is stored throughout the rail that the projectile has passed through. One potential solution is to break the rails up into electrically independent sections and energize each pair of rails only when the projectile is in them. In principle, this could reduce the stored magnetic energy and increase the efficiency. One known problem is the difficulty of getting the projectile to transition smoothly from one set of rails to the next.

Plasma armature railguns

So you want to get your projectile even faster? There's a method for that. Instead of having current go through the sabot to push the projectile, strike an arc at the back of an insulating projectile (often by flash-arcing across a thin conductive foil or ribbon) and have the plasma from the arc push the projectile[10]. This seemingly crazy idea has resulted in railguns that shoot out their projectile at 6 km/s or more, with the highest speeds attained with projectiles made of low atomic weight and low heat of vaporization (such as many plastics)[11] – although a rear plastic plug might be used to accelerate a denser projectile in front of it. However, if you thought that normal railguns were hard on the rails they have nothing on plasma railguns! The plasma arc continually erodes the rails at a high rate, with continual ablation leading to even more plasma. The final speed of the projectile from one of these things can be rather unpredictable – a major limit happens when a second arc is struck in the vaporized debris trail some distance behind the projectile, and this arc sucks out most of the current but does not do much pushing. Exactly when this restrike phenomenon happens in the turbulent sparsely ionized debris is variable, hence the unpredictability. Reference [11] suggests that reliable speeds in excess of 6 to 8 km/s cannot be achieved without controlling restrike (although referencing one test that achieved 10 km/s), but suggests several methods by which restrike may be avoided, controlled, or mitigated. Namely:

  • Segmented railguns, with separate independent power supplies feeding sections of rails insulated from the other sections every 1 to 2 meters.
  • Adding special coatings that increase the breakdown voltage of the vapor evaporated and ablated from the rails and the back of the projectile, with the note that the practical problems of renewing this coating would probably limit the technique to laboratory devices.
  • Injecting high speed neutral gas into the gun (at which point you might question why you are using a railgun anyway, rather than a light gas gun).
  • Reducing the power dissipated by the armature, by reducing the delivered voltage or current.
  • Improved materials, with a synthetic diamond coating suggested as optimal.

It is suggested that these techniques may allow speeds in the 10 to 20 km/s range with the main limit on speed now being viscous drag on the armature plasma.

At these speeds, projectiles will not survive long in an Earth-like atmosphere, flying maybe 30 to 150 times their length in sea level air before being fully eroded away. They may be useful in exo-atmospheric combat, particularly in setting featuring relatively low performance rocket thrusters where the railgun slugs cannot simply be outrun.

Not all plasma armature railguns are used at extreme speed, with some experimental railguns designed with plasma armatures with design goals of approximately 2 km/s projectile speeds[1]. However, sliding contact designs offer significantly improved efficiency and barrel lifetime at these lower speeds[2].

Plasma railguns

Want something even crazier than making the armature out of plasma? What if you make the projectile out of plasma, too. Now we have a plasma railgun, designed to launch puffs of plasma, or even plasmoids, at ridiculous speeds – one study[12][13] launched plasmoids of roughly a milligram in mass at speeds of several hundred km/s. This is, in fact, an attempt to make a plasma gun, and they don't work well as weapons for all the reasons described for normal plasma guns. Suggested uses for such things are "fast opening switches, x-radiation production, radio frequency (rf) compression, as well as charge-neutral ion beam and inertial confinement fusion studies"[13].

Plasma rails

What happens if you go even farther, and make the rails themselves out of plasma? Well, mostly they immediately dissipate and don't work. The only reason we're bringing this up here is that some popular science fiction media has depicted railgun fire with what are described in lore as extended plasma rails jetting from the end of the barrel. As you by now know from reading the above material and the plasma gun article, any such rails would simultaneously disperse, explode away from each other at high speed by the magnetic self-forces, and short themselves out before the current could get to the projectile. They may look neat, but are not realistic.

Rocket railguns

One suggestion to get around the projectile heating problem for high speed launches is for the projectile to carry its own expendable coolant with it[9]. As the projectile is accelerated and heats up, the coolant absorbs that heat and evaporates, making a high pressure vapor that shoots out a nozzle at the back. This escaping coolant then acts like a rocket, pushing the projectile even faster. As the vapors pass through the magnetic field at high speed, they are ionized, which allows an electric arc to strike behind the projectile. Now, the mechanisms of the plasma armature railgun also come in to play, with the ionized vapor being accelerated up into the projectile, pushing it even faster down the barrel. It is estimated that speeds of a few hundred km/s could be attained in this fashion, although no tests of the mechanism have been conducted.

Credit

Author: Luke Campbell

References

  1. 1.0 1.1 1.2 1.3 S. G. Tatake, K. J. Daniel, K. R. Rao, A. A. Ghosh, and I. I. Khan, "Railgun", Defense Science Journal, Vol 44, No 3, July 1994, pp 257-262 https://web.archive.org/web/20171111205554/http://publications.drdo.gov.in/ojs/index.php/dsj/article/view/4179/2439
  2. 2.0 2.1 2.2 2.3 2.4 2.5 A. E. Zielinski, M. D. Werst, J. R. Kitzmiller, "Rapid Fire Railgun For The Cannon Caliber Electromagnetic Gun System", 8th Electromagnetic Launch Symposium, April 1997 https://repositories.lib.utexas.edu/items/6e9f0b8e-2e21-4bba-a42d-c4e664af0e1b , A. E. Zielinski and M. D. Werst, "Cannon Caliber Electromagnetic Launcher", IEEE Transactions on Magnetics, Vol. 33, No. 1, January 1997, pages 630-635 DOI: 10.1109/20.560087 Bibcode:1997ITM....33..630Z.
  3. Spencer Ackerman, "Video: Navy’s Mach 8 Railgun Obliterates Record", Wired, December 10, 2010 https://web.archive.org/web/20140111212221/http://www.wired.com/dangerroom/2010/12/video-navys-mach-8-railgun-obliterates-record/
  4. https://www.baesystems.com/en-media/uploadFile/20210404062224/1434555443512.pdf
  5. J. D. Jackson, "Classical Electrodynamics, Second Edition", John Wiley & Sons, New York (1975)
  6. Wm. F. Weldon, M. D. Driga, and H. H. Woodson, "Recoil in electromagnetic railguns", IEEE Transactions on Magnetics, Vol. MAG-22, No. 6, November 1986, pp 1808-1811, Bibcode: 1986ITM....22.1808W DOI: 10.1109/TMAG.1986.1064733
  7. Michael Fisher, "Hypervelocity Projectiles: A Technology Assessment", Defense Systems Information Analysis Center, November 2, 2019, https://dsiac.org/articles/hypervelocity-projectiles-a-technology-assessment/
  8. Sydney J. Freedberg Jr. "Navy Railgun Ramps Up in Test Shots", Breaking Defense, May 19, 2017, https://breakingdefense.com/2017/05/navy-railgun-ramps-up-in-test-shots/
  9. 9.0 9.1 F. Winterberg, "The electromagnetic rocket gun", Acta Astronautica Vol. 12, No. 3, pp. 155-161, 1985
  10. S. C. Rashleigh and R. A. Marshall, "Electromagnetic acceleration of macroparticles to high velocities", Journal of Applied Physics 49, 2540-2542 (1978)
  11. 11.0 11.1 J. V. Parker, "Why plasma armature railguns don't work (and what can be done about it)", IEEE Transactions on Magnetics, Vol. 25, No. 1, pages 418-424, January 1989
  12. Sovinec, C. R. (1990). "Phase 1b MARAUDER computer simulations". IEEE International Conference on Plasma Science. 22 (16). https://inis.iaea.org/search/searchsinglerecord.aspx?recordsFor=SingleRecord&RN=22057516
  13. 13.0 13.1 Dengan, J. H.; et al. (1 August 1993). "Compact toroid formation, compression, and acceleration". Physics of Fluids B. 5 (8): 2938–2958. Bibcode:1993PhFlB...5.2938D doi:10.1063/1.860681