factoid wrote:QUOTE (factoid @ Mar 20 2008, 03:13 PM) Mass effects damage indirectly. Damage is only based on change in velocity and HP because that change in part factors in mass.
If you hit an object with effectively infinite mass, then your change in velocity will be much greater than the other object's change in velocity. The HP of the objects involved in the collision is where you get your "Jello vs. Steel" aspect of the collision. Higher HP objects will deal more damage to the other ship, proportional to the change in velocity.
So to continue the above example, if your "infinite mass" object also happened to have 0 HP, then the amount of damage dealt to both parties would be 0. (The infinite mass object takes no damage because it didn't have it's velocity affected, the regularly massed object takes no damage because the other object had no HPs).
Clear?
Conservation of momentum
Massof_ship_init * Velocityof_ship_init + Massof_con_init * Velocityof_con_init =
Massof_ship_final * Velocityof_ship_final + Massof_con_final * Velocityof_con_final
since the mass of the two objects doesnt change before or after the point of interest ( the collusion )
Massof_ship_init & Massof_ship_final = A
Massof_con_final & Massof_con_final = B
A*Velocityof_ship_init + B*Velocityof_con_init = A*Velocityof_ship_final + B*Velocityof_con_final
put everything on the left side of the equation
A*Velocityof_ship_init + B*Velocityof_con_init - A*Velocityof_ship_final - B*Velocityof_con_final = 0
Group like terms
A*Velocityof_ship_init - A*Velocityof_ship_final + B*Velocityof_con_init - B*Velocityof_con_final = 0
Simplify
A*(Velocityof_ship_init - Velocityof_ship_final) + B*( Velocityof_con_init - Velocityof_con_final ) = 0
divide through by A ( 0/A still equals 0 /wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" /> )
Velocityof_ship_init - Velocityof_ship_final) + B/A*( Velocityof_con_init - Velocityof_con_final ) = 0
For a very simply case when the con is not moving ( say trying to turn and plant )the con's velocity is basically zero before the collusion then:
Velocityof_ship_init - Velocityof_ship_final - B/A * Velocityof_con_final = 0
OK time to plug in some numberd
A = Weight of ship = 50 ( for ease of the numbers )
B = Weight of the con = 50000
Initial ship velocity = 200
200 - Velocityof_ship_final - 50000/50 * Velocityof_con_final = 0
200 - Velocityof_ship_final - 1000 * Velocityof_con_final = 0
subtract 1000 * Velocityof_con_final from both sides and then divide both sides 1000
( 200 - Velocityof_ship_final ) / 1000 = Velocityof_con_final
so if the entire energy of the ship's collusion was used to move only the con then the ship's final velocity would be zero
200/1000 = Velocityof_con_final
.2 = Velocityof_con_final
so the change in velocity is 0.2 for con and the ship's is 200
Now if you take damage for change in velocity then your ship goes * poof * and the con goes * giggle *
Now the rub is for the conservation of momentum equation to work in it's purest form the collusion's energy has to be 100% conserved like two billard balls smacking together.
so if a 1000 kg of Jello hit a 1000 Kg of steel it most certainly wouldn't behave like two 1000 Kg billard balls smacking together.
Allegiance doesn't do density and impact factors my snizzles.
Therefore
We are all just a bunch of cue balls.
Deal!
MrChaos
edit:
Unless of course you used HP as the factor /laugh.gif" style="vertical-align:middle" emoid=":lol:" border="0" alt="laugh.gif" />