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mmartin798 02-17-2016 11:25 AM

Quote:

Originally Posted by ArmySGT. (Post 69618)
So, with a velocity.... we need a diameter for the e-factor formula.

Modern grenade? 1mm? or 0.5 mm? for a fragment.......?

Ok, density of steel = 8.05 g/cm^3

Mass of an M67 fragment = 0.1 g

Volume of an M67 fragment = 0.1/8.05 = .01242 cm^3

Volume of a cylinder is given by:
V= pi * r^2 * h
Assuming height equals diameter gives:
V = pi * r^2 * 2 * r
V = 2 * pi * r^3
Solving for r gives:
r = (V/(2*pi))^(1/3)
Doing the substitutions and doubling the radius to get the diameter and height we get 0.251 cm or 2.51 mm

If we assume a softer steel with a density of 7.75 g/cm^3, the diameter comes to 2.54 mm

ArmySGT. 02-17-2016 12:55 PM

Damn, that gives an M67 fragmentation grenade an Efactor of 18 per fragment and you roll 1d20 to determine the number of fragments that hit the target.

Guess, players aren't going to shrug that off like they did with resistweave and the old 4 points per fragment.

mmartin798 02-17-2016 02:18 PM

1 Attachment(s)
Quote:

Originally Posted by ArmySGT. (Post 69626)
Damn, that gives an M67 fragmentation grenade an Efactor of 18 per fragment and you roll 1d20 to determine the number of fragments that hit the target.

Guess, players aren't going to shrug that off like they did with resistweave and the old 4 points per fragment.

I need to fix a couple things. First, I made an error with my equation illustration earlier and did a unit conversion wrong for the fragment velocity. The correct equation is below and the new M67 fragment velocity is 3278 m/s. So that makes the second thing to correct the EFactor for each fragment to 21. Sorry for the confusion there Sgt.

This means one of two things. We may need to adjust the number of fragments that strike a person to something lower or we just start carrying a big bag of M67s and lots of body armor.

mmartin798 02-17-2016 03:48 PM

1 Attachment(s)
It turns out that short cylinders have a high drag coefficient and lose velocity very quickly. This chart shows the effect of range on velocity and EFactor of M67 fragments from 0 to 50m.

ArmySGT. 02-17-2016 03:57 PM

Probably why they hammer into you that 5 meter spread... lethal radius is 10 meters and no two soldiers should get caught in it.

ArmySGT. 02-17-2016 03:58 PM

another job well done by the way!

mmartin798 02-17-2016 05:02 PM

1 Attachment(s)
For those who want to calculate values for other grenades, here is a spreadsheet you can use. Remember the assumptions used in these calculations are that the fragments are generated from a wire coil and the fragments are all uniform and the same length as the diameter of the wire. The fragments are therefore short cylinders and have a drag coefficient of 1.15.

ArmySGT. 02-17-2016 05:36 PM

Quote:

Originally Posted by nuke11 (Post 67687)
Yes this is still my current work. I've been digging around for Soviet information, but it seems to be a bit harder to find for some reason.

Did I send you the Defense Intelligence Agency munitions guide I have?

I got it off of Scribd.... Which has been a good source for these.

nuke11 02-17-2016 07:16 PM

Ok, the problem you have at the moment is the document is based on TNT equivalent of an RE of 1.00. The game uses C4 as it's equivalent for an RE of 1.00 and TNT has an RE of 0.75 in the game.

You will need to adjust all of the formulas from the document accordingly.

Doesn't the M67 have a solid steel case that also needs to be taken into account for the fragments? Here is a good website that shows what some of the fragments look like: http://machinesforwar.blogspot.ca/2012/03/m67.html

Some more images of the inside of the case and what the fragments look like: http://www.big-ordnance.com/grenades...CutawayM67.jpg and http://www.big-ordnance.com/grenades/loworderM67.JPG

The M26 is the grenade with a spiral wound wire core: http://img.photobucket.com/albums/v1...ut/OR-034A.jpg

mmartin798 02-18-2016 02:13 AM

Quote:

Originally Posted by nuke11 (Post 69637)
Ok, the problem you have at the moment is the document is based on TNT equivalent of an RE of 1.00. The game uses C4 as it's equivalent for an RE of 1.00 and TNT has an RE of 0.75 in the game.

You will need to adjust all of the formulas from the document accordingly.

The Gurney equations don't care about the RE at all. It only uses the uses the Gurney constant which does not necessarily correlate with RE. Taking the example of making C4 1.00 and TNT 0.75, we would expect TNT to perform at 75% of C4. But that is not the case. C4 has a Gurney constant of 2530 m/s and TNT is 2438 m/s, which makes TNT perform at 96% of C4. The equation in my spreadsheet uses the approximation of the Gurney constant, which is one third of the detonation velocity. For C4 that works out to 8200/3 or 2733 and TNT is 6900/3 or 2300. That makes TNT 84% of C4, which is closer to the 75% you are looking for already.

Quote:

Originally Posted by nuke11 (Post 69637)
Doesn't the M67 have a solid steel case that also needs to be taken into account for the fragments? Here is a good website that shows what some of the fragments look like: http://machinesforwar.blogspot.ca/2012/03/m67.html

Some more images of the inside of the case and what the fragments look like: http://www.big-ordnance.com/grenades...CutawayM67.jpg and http://www.big-ordnance.com/grenades/loworderM67.JPG

The M26 is the grenade with a spiral wound wire core: http://img.photobucket.com/albums/v1...ut/OR-034A.jpg

The method of determining fragment size was an approximation intended to simplify the math and make fragments of uniform dimensions that can be directly plugged into the EFactor equation. While we could take the mass of the case and the diameter of the grenade to determine an approximate thickness and then divide the surface area up into the number of fragments to get the area of the face which is more accurate as to what happens with the case of the M67, we are then stuck with fragments that are essentially flat tiles. There is no diameter that we can reasonably put through the EFactor equation as it is shown in the rules. Even though we can calculate the kinetic energy of these flat tile fragments, that is still not enough information to determine the wound generating capability of the fragments. KE alone has been shown time and time again to bot be reliable in wound cavity calculation. The EFactor used in the rules is similar to wound approximation models for significant number to ballistic rounds. So while the wire core is not what happens with an actual M67, it works better for incorporating with the EFactor of other weapons in the game.

nuke11 02-18-2016 04:53 PM

Ok, what happens if a square wire coil is used instead? From the M26A2 the wire is about 3 mm square and lets assume the coil is fragmented every 3 mm for a 3 x 3 cube how does this impact the results?

http://i.imgur.com/FvWF19q.jpg

ArmySGT. 02-18-2016 05:17 PM

http://i.imgur.com/FvWF19q.jpg

mmartin798 02-18-2016 06:54 PM

A few things change. The fragments are slightly heavier with a mass of 0.21g, versus 0.1g. The M26A2 has 0.16 kg of filler, which is a little less. However, that makes no difference to the initial fragment velocity, which is still 3276 m/s. The larger fragments have a higher EFactor initially of 25.

mmartin798 02-29-2016 09:44 AM

I have been thinking about the way grenade damage is applied in game versus the calculations I have been working with and the killing and casualty causing radius of the M67.

The rules give the M67 a 15m burst radius. The M67 has a killing radius of 5m and a casualty causing radius of 15m. So far they seem in agreement.

3rd edition has 1d20 fragments of Efactor 4 for any one in the burst radius. So wearing resistweave coveralls will keep you safe from fragment damage and you only take the full body damage from the DPW of the filler.

4th edition has number of fragments hitting equal to DoS*(Burst radius - actual radius). So we have Kevin, a Marine recon sniper with STR 26 and no specialization in thrown weapons chuck an M67 at Floyd 30m away, rolls a 37 which hits with a DoS of 3. The grenade explodes 9m from Floyd creating 3*(15-9) or 18 fragments with 1+ DoS * 2 or 7 fragments hitting of Efactor 4 each. Again the resistweave coveralls are great.

Using the real world data, assuming uniform fragment distribution, 1335 fragments disbursed and an human silhouette are of about 0.8m^2, we have 4.2 fragments hitting that silhouette at 5m with an Efactor of 17. At 10m we have 1 fragment with an Efactor of 14. At 15m, we have 0.5 fragments with an Efactor of 11. So here at 5m, resistweave bring us 3-5 fragments doing 10 dp each, at 10m, that is 1-2 doing 7 dp each and at 15m we have 0-1 fragments doing 4dp.

Clearly the rules don't really represent the real world data well. But are we satisfied with the rules or could they stand a tweak?

mmartin798 02-29-2016 11:50 AM

I can start things off. The 3rd edition rules with their flat 1d20 fragments was always a problem for me. All the grenades in the game are of a vintage that optimized for uniform fragmentation. Some mechanic mimicking the inverse square rule should have been there. 4th edition, with the number of fragments scaled in part by the distance from the grenade is a step in the right direction.

Even though I have not yet gotten a group together to play 4th edition, I do like the idea of the DoS allowing for more spectacular results. While it may not be 100% true to real world, it makes for better story telling.

The damage per fragment is my biggest gripe. The stereotypical room breaching scenario of tossing in a grenade and charging in after it goes off is a viable for any situation using the rules as written. Real world says that it might work for a bunker, but not a wooden building. Doing that would injure or kill the people crouched outside the door waiting to go in when the grenade goes off. As written the rules make Project personnel, who are covered from head to toe in armor with AV 7 or greater assuming they are wearing a helmet, immune from damage if they manage to get the grenade 2.75m away from themselves. That just does not seem right.

I mean, if you have someone with an HP-35 and they shoot and hit this person from 5m away, you will do 2dp someplace. If this same person is 5m from a badly thrown grenade that hits (DoS = 1), using the 4th edition rules there are 10 fragments with 3 that hit doing no damage. Make it an extremely well thrown grenade (DoS = 10), you get 100 fragments with 21 hitting for, no damage. This person is at the edge of the lethal range of the grenade and takes no damage. It just feels off.

nuke11 03-01-2016 04:22 PM

I like the idea of a bit more realism in the game. I would say to continue to develop the expansion of these rules.

The 5 m kill radius needs to be just that in the game for a grenade. The coveralls shouldn't be the get out of jail free card. If the players do something stupid, that needs to be accounted for.

mmartin798 03-01-2016 05:32 PM

1 Attachment(s)
There is no real good to handle the M67 damage without another table. This table has values for the ranges listed that are at reasonable, let the resistweave be effective in the injury ranges and close to actual data. The curve, while not quite exponential, is still quite close. Again, comments are still appreciated.

nuke11 03-01-2016 07:12 PM

Quote:

Originally Posted by mmartin798 (Post 69751)
There is no real good to handle the M67 damage without another table. This table has values for the ranges listed that are at reasonable, let the resistweave be effective in the injury ranges and close to actual data. The curve, while not quite exponential, is still quite close. Again, comments are still appreciated.

It looks good for a real world to game information.

nuke11 03-01-2016 07:18 PM

I've been working with the formula for a Mk82 500 lbs bomb (up coming article), using an average fragment weight of 150 grains (0.0097 kg) 8000 fragments, out to 50 m I have 17 at 100 m 13, so you are not going to be a happy camper. If the blast doesn't kill you the fragments will.

So I would say the formula is a good representation of game mechanics.

mmartin798 03-01-2016 08:05 PM

1 Attachment(s)
I revised the damage slightly. I did not like the way it dropped off at the end. Expanding the range increments and playing with the curve, I came up with new values that give a more aesthetically pleasing curve.

ArmySGT. 03-02-2016 10:05 AM

Quote:

Originally Posted by nuke11 (Post 69753)
I've been working with the formula for a Mk82 500 lbs bomb (up coming article), using an average fragment weight of 150 grains (0.0097 kg) 8000 fragments, out to 50 m I have 17 at 100 m 13, so you are not going to be a happy camper. If the blast doesn't kill you the fragments will.

So I would say the formula is a good representation of game mechanics.

People may have forgotten how lethal the TMP game system is. Guns and everything are very prominent, however after a few combats (and probably their first Frozen Watch) the players are going to avoid combat for more diplomacy.

kato13 01-31-2017 03:13 AM

If we want to go for super scifi warheads and bombs, there have been rumblings that metallic hydrogen has been produced in the lab. And this could be a stable form of the element even after it is removed from the ultra cold and ultra high pressure environment. (I have no idea about its stability to shock and such, but it is theorized that is could exist in room temperature)

This could lead to an explosive that is 35 times a powerful as TNT per gram and with a density of 1.11g /cm^3 (much higher that previously theorized).

So by volume is would be about 23.6 times a powerful.

It might actually end up being more powerful in practice as the byproduct of the initial reaction is H2 meaning that could combine with oxygen for an even larger explosion.

ArmySGT. 02-01-2017 11:48 PM

Quote:

Originally Posted by kato13 (Post 73362)
If we want to go for super scifi warheads and bombs, there have been rumblings that metallic hydrogen has been produced in the lab. And this could be a stable form of the element even after it is removed from the ultra cold and ultra high pressure environment. (I have no idea about its stability to shock and such, but it is theorized that is could exist in room temperature)

This could lead to an explosive that is 35 times a powerful as TNT per gram and with a density of 1.11g /cm^3 (much higher that previously theorized).

So by volume is would be about 23.6 times a powerful.

It might actually end up being more powerful in practice as the byproduct of the initial reaction is H2 meaning that could combine with oxygen for an even larger explosion.

TMP warheads with metallic hydrogen instead of HE/TNT/RDX?

Ouch.

kato13 02-02-2017 01:42 AM

Quote:

Originally Posted by ArmySGT. (Post 73375)
TMP warheads with metallic hydrogen instead of HE/TNT/RDX?

Ouch.


Super powerful explosives might just be a "happy" addition to other advanced tech if TMP was able to produce metallic hydrogen. It would also be a room temp superconductor AND a material which might be able to achieve fusion without the normal rigmarole.

Given the material was theorized in the 30s and it seems that only a bit of ingenuity (coating the diamond presses with aluminum) was the breakthrough needed, TMP could have achieved it in the 60s.

mmartin798 02-02-2017 08:07 AM

Quote:

Originally Posted by ArmySGT. (Post 73375)
TMP warheads with metallic hydrogen instead of HE/TNT/RDX?

Ouch.

Now I am imagining the overwatch from a TMP sniper with an M82 using Raufoss Mk 211 rounds with metal hydrogen.

ArmySGT. 02-02-2017 02:22 PM

I was thinking of the irony of the White Phosphorous grenade having an effective radius greater than typical throwing range already.

ArmySGT. 08-13-2017 10:40 AM

World Wide Equipment Guide 2015

Volumes 1,2,3. Ground systems, ADA systems, Naval systems.

https://publicintelligence.net/us-ar...uipment-guide/


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