Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 01-13-2011, 04:35 PM   #1
Stonewolf
 
Join Date: Jan 2009
Default Kinetic Energy to GURPS damage

I'm trying to find a good equation or other system to convert damage done by a kinetic energy weapon or other weapon system to damage in GURPS. I have methods for converting nearly any projectile of a given material and muzzle velocity to kinetic energy in joules. What I need is a way to move from physics to GURPS.
Stonewolf is offline   Reply With Quote
Old 01-13-2011, 04:50 PM   #2
lexington
 
Join Date: Jan 2010
Default Re: Kinetic Energy to GURPS damage

Quote:
Originally Posted by Stonewolf View Post
I have methods for converting nearly any projectile of a given material and muzzle velocity to kinetic energy in joules.
Nearly any? What projectiles have you found that have no mass or velocity?

Quote:
Originally Posted by Stonewolf View Post
What I need is a way to move from physics to GURPS.
sqrt(KE^1.04/Xsect^0.314)/13.3926

Xsect is the area of a cross section projectile at its largest point (the base of a bullet, the center of a musket ball) in square meters. This was all worked out by Douglas Cole:
http://www.sjgames.com/pyramid/sample.html?id=2794
lexington is offline   Reply With Quote
Old 01-13-2011, 05:01 PM   #3
DouglasCole
Doctor of GURPS Ballistics
 
DouglasCole's Avatar
 
Join Date: Sep 2004
Location: Lakeville, MN
Default Re: Kinetic Energy to GURPS damage

PM me with an email address and I'll email you the spreadsheet I use to save you from making one yourself.
__________________
My blog:Gaming Ballistic, LLC
My Store: Gaming Ballistic on Shopify
My Patreon: Gaming Ballistic on Patreon
DouglasCole is offline   Reply With Quote
Old 01-13-2011, 06:49 PM   #4
Stonewolf
 
Join Date: Jan 2009
Default Re: Kinetic Energy to GURPS damage

[QUOTE=lexington;1105990]Nearly any? What projectiles have you found that have no mass or velocity?

Thanks for the equation. And by nearly any, I mean through on of several modeling methods I can compute the mass, muzzle energy and therefore kinetic energy either at the muzzle or at a given range. Its just ballistic physics.
Stonewolf is offline   Reply With Quote
Old 01-13-2011, 07:21 PM   #5
lexington
 
Join Date: Jan 2010
Default Re: Kinetic Energy to GURPS damage

Quote:
Originally Posted by Stonewolf View Post
Thanks for the equation. And by nearly any, I mean through on of several modeling methods I can compute the mass, muzzle energy and therefore kinetic energy either at the muzzle or at a given range. Its just ballistic physics.
So are you trying to build weapons that are dramatically divergent from from ones that really exist? I've done pretty well using that equation along with the numbers that armorers claim for their bullets.
lexington is offline   Reply With Quote
Old 01-13-2011, 07:34 PM   #6
Stonewolf
 
Join Date: Jan 2009
Default Re: Kinetic Energy to GURPS damage

to Lexington

Not at all, I'm just coming at things from a different direction. Lets say I want to figure the numbers for a coil gun firing a 6.5mm 200 grain iron spitzer-boat tail projectile at 4500 feet per second. I can figure the KE on that. From there I need to convert to GURPS. I haven't seen the equation you gave me before. The Pyramid article you referenced is looking very nice so far.
Stonewolf is offline   Reply With Quote
Old 01-14-2011, 12:37 AM   #7
Darekun
 
Darekun's Avatar
 
Join Date: Dec 2009
Default Re: Kinetic Energy to GURPS damage

Quote:
Originally Posted by lexington View Post
sqrt(KE^1.04/Xsect^0.314)/13.3926
That has been bugging me for a while; wouldn't it be simpler like this:

(KE^.52/Xsect^.157)/13.3926

?
__________________
If you must feed the troll, take it to PMs.
"If it can't be turned off, it's not a feature." - Heuer's Razor
Waiting For: Vehicle Design System
Darekun is offline   Reply With Quote
Old 01-14-2011, 12:09 PM   #8
DouglasCole
Doctor of GURPS Ballistics
 
DouglasCole's Avatar
 
Join Date: Sep 2004
Location: Lakeville, MN
Default Re: Kinetic Energy to GURPS damage

Quote:
Originally Posted by Darekun View Post
That has been bugging me for a while; wouldn't it be simpler like this:

(KE^.52/Xsect^.157)/13.3926

?
True enough. It was an artifact of two things: one, the way I set up my model was to start with sqrt(KE^a/Xsect^b), and starting my solver with A = B = 1. The hope was that they'd be close to that.

Secondly, we often talk about penetration being about equal to sqrt(KE), based on a lot of good physics. I wanted to set up my equations such that it would be pretty apparent if my model was deviating from that expectation.
__________________
My blog:Gaming Ballistic, LLC
My Store: Gaming Ballistic on Shopify
My Patreon: Gaming Ballistic on Patreon
DouglasCole is offline   Reply With Quote
Reply

Tags
kinetic energy damage


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 06:12 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.