Ram damage

Tactical advice, How-to, Post-mortem, etc.
madpeople
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Post by madpeople »

HSharp wrote:QUOTE (HSharp @ Mar 20 2008, 11:48 PM) or basically whats the mass of your average large con?
50000

unless you're TF, then its 40000

so loading 5 mass drivers in cargo would give you about 1/10 its mass.
not that you would be able to fly though, perhaps if you aimed a carriers red door at the con and then ripped to the carrier...
Last edited by madpeople on Fri Mar 21, 2008 12:03 am, edited 1 time in total.
HSharp
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Post by HSharp »

So basically nothing short of a freighter or cruiser is going to knock a large con off-course?
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Bacon_00
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Post by Bacon_00 »

You know, 8 years I've never thought about this.

Next time I need to defend vs HTT's I'm loading my int up w/ large shields!
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"Leave Bacon alone. When he's unsure of what sector he's in somehow it works out better." -Lee
Weedman
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Post by Weedman »

I'd say ram damage is a plus, this day I hit 2 pheasants dead on the grill and made them pay dearly i was packing heavy expendables

Bird alley is what i do
QUOTE Once engaged 13 and a half Dreg Heavy Ints (at the same time) with an IC Int and emerged in a heavy int with 2 mini 3 and 1 mini dis and all foes destroyed
--- QUOTE (spideycw @ Apr 1 2009, 01:53 PM) Definition of wtfpwn: Weedman in an int[/quote]
Lordus Weedicus II•Uses TS but can be difficult to understand due to the fact has never been sober•Expert int whore (without non-standard use of strafe buttons)•Gains skill increase when playing with Aarmstrong or former members of TRA•Expert miner D (ability to aim)•Can be trusted to run your economy•One of the half dozen or so game changers•Average Stacker
Kuromimi
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Post by Kuromimi »

I still think we should have a "Ballast" cargo item that weighs 1000 and does nothing. It would be alot simpler for people to remember "This is the heaviest thing". Should be no problem with the cargo dudes in base chucking a bunch of scrap metal in your Int. Especially if you are belters. /laugh.gif" style="vertical-align:middle" emoid=":lol:" border="0" alt="laugh.gif" />
madpeople
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Post by madpeople »

have you ever tried flying a giga scout with a DEB or 5 in cargo?

while its great in theory, you need to be able to move your self into a useful position for your super mass ship to be any use
Last edited by madpeople on Fri Mar 21, 2008 1:10 pm, edited 1 time in total.
Weylin
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Post by Weylin »

lol load up on massdrivers, wow can a ship even accelerate with a full load out of those?

next time i do HTT defence im going to have an int packed with those suckers, lets just see them try and move me /mrgreen.gif" style="vertical-align:middle" emoid=":D" border="0" alt="mrgreen.gif" />
madpeople
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Post by madpeople »

Weylin wrote:QUOTE (Weylin @ Mar 23 2008, 10:47 AM) next time i do HTT defence im going to have an int packed with those suckers, lets just see them try and move me /mrgreen.gif" style="vertical-align:middle" emoid=":D" border="0" alt="mrgreen.gif" />
they won't, they will just shoot your immovable ass /tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" />

unless they were clever and realized you couldn't move or aim, in which case they could just leave you there in your infinite 02 pod which can't move (well, it could, it would just take you an hour or two to get home) until you quit and re-join to pod your self so you cna get home
Last edited by madpeople on Sun Mar 23, 2008 12:36 pm, edited 1 time in total.
MrChaos
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Post by MrChaos »

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" />
Last edited by MrChaos on Sun Mar 23, 2008 1:18 pm, edited 1 time in total.
Ssssh
FreeBeer
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Post by FreeBeer »

MrChaos wrote:QUOTE (MrChaos @ Mar 23 2008, 09:54 AM) Deal!
5-card, you stud?
[img]http://www.freeallegiance.org/forums/st ... erator.gif" alt="IPB Image">

chown -R us base
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