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  #1  
Old 01-04-2021, 07:03 PM
3catcircus 3catcircus is offline
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e is Euler's number. It's a constant.

mv are mass and velocity. Kinetic energy equation is 1/2 mass multiplied by velocity squared.

It appears that the square root term becomes dimensionless. The cube root term is raised to the 2/3 of a power (cubed root of a squared dimension). As ac result, I assume d is the damage as a function primarily of the size and mass of the projectile. Which seems to make sense (large, slow projectile vs small fast projectile).

I assume s in the k1, k2, and k3 is seconds.
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Old 01-04-2021, 07:25 PM
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Tegyrius Tegyrius is offline
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I didn't develop the ballistic formula - as noted above, Justin Stodola built it for us. I'm not that much of a mathematician.

For the other traits, try this. Note that I haven't looked at this document in 13 or 14 years, so my ability to answer questions like "what the hell were you thinking" is kind of limited. I've eaten and slept since then, so my memory is somewhat faded.

http://www.de-fenestra.com/t2k/downl...arm_design.pdf

I coded the JavaScript calculator around the same time, so, again, my memory of how the math works is not very fresh either...

- C.
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Last edited by Tegyrius; 01-04-2021 at 07:30 PM.
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Old 01-05-2021, 07:23 AM
3catcircus 3catcircus is offline
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Quote:
Originally Posted by Tegyrius View Post
I didn't develop the ballistic formula - as noted above, Justin Stodola built it for us. I'm not that much of a mathematician.

For the other traits, try this. Note that I haven't looked at this document in 13 or 14 years, so my ability to answer questions like "what the hell were you thinking" is kind of limited. I've eaten and slept since then, so my memory is somewhat faded.

http://www.de-fenestra.com/t2k/downl...arm_design.pdf

I coded the JavaScript calculator around the same time, so, again, my memory of how the math works is not very fresh either...

- C.
Justin deserves a ton of credit for developing the ballistics calculations - lots of under-the-hood math going on to go from masses and velocities and convert real-world energy values into dimensionless game mechanics.

Your coding of the javascript tool to implement that equation deserves an equal amount of credit - makes it extremely easy to plug in information and get an output quickly for the math-disabled.
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Old 02-04-2021, 07:33 AM
Olefin Olefin is offline
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Love to have more Twilight 2013 info for the 4th issue of the fanzine- anyone who wants to submit articles please get in touch with me - would like to have it as a regular part of the fanzine
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Old 01-04-2021, 11:32 PM
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StainlessSteelCynic StainlessSteelCynic is offline
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Quote:
Originally Posted by 3catcircus View Post
e is Euler's number. It's a constant.
Ah, I have knowledge!
Maths was never my strong point so things like this are typically in the "what the hell is that?" zone for me
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