06-25-2014, 08:28 AM | #21 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
|
Re: Realistic DR for rigid armor
Quote:
__________________
My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon |
|
06-25-2014, 08:42 AM | #22 |
Join Date: Jun 2006
|
Re: Realistic DR for rigid armor
The other huge factor for comparing rectangular blocks of stuff to armor for people is that thin sheets of stuff can vary hugely in the amount of stress they can resist without seriously deforming depending on how they are shaped. Bend a piece of paper. Now put a crease in it and try to bend it again. This makes comparing statistics of an inch of anything to a shaped thin plate of the same stuff pretty much useless.
__________________
-- MA Lloyd |
06-25-2014, 10:02 AM | #23 | |
Join Date: Jan 2006
Location: Central Europe
|
Re: Realistic DR for rigid armor
Quote:
What do you mean by “more accurate”? How do you know?
__________________
"It is easier to banish a habit of thought than a piece of knowledge." H. Beam Piper This forum got less aggravating when I started using the ignore feature |
|
06-25-2014, 11:34 AM | #24 |
Join Date: Feb 2005
Location: Berkeley, CA
|
Re: Realistic DR for rigid armor
It's not great armor, but it's still TL 6 armor steel, it's better than anything producible in bulk at TL 5- and should be superior to TL 3 wrought iron, though it's reasonable for TL 4 hardened steel to outperform it at much higher prices.
|
06-25-2014, 12:15 PM | #25 | |||
Join Date: Jun 2014
Location: Italy
|
Re: Realistic DR for rigid armor
Varyon
Quote:
Anthony Quote:
Polydamas Quote:
Using Mosteller formula, the total area surface of a 1.72 m x 70 kg man is 1.83 m². The torso covers (following GURPS rules) almost the 31,25% of body surface, in this case 0.572 m² circa. Specific weight of steel is 7.8 kg/dm³ and the armor is 1 mm thick, so the weight of the 1 mm thick cuirass is 9.9 lbs (circa, a little of weight is lost on armpit's gaps but a little more is added because the rounded surface for deflect hits who isn't adherent to the body. Returning on quadratic aspect of DR and BD by themselves, this aspect creates a lot of bugs. I'll show some examples: A 10 BD attack (real quadratic value = 10² = 100) strikes against 1 DR (real quadratic value = 1² = 1). Using quadratic progression of DR and Damage, the force that pass the armor is 10²-1²=99 times major than DR, but the damage done in game is 10-1=9, 9²=81 times the DR. So, DR 1 in this case is 19 times plus strong than his effective value. Also, quadratic progression of basic damage isn't compatible at all with wounds and stopping power. This is a great bug and this is why I still trying to convert damage and DR in linear absolute value. Anthony The fact that TL6 steel is automatically better than TL4 steel; actually, in our TL8 era, some types of industrial iron or steel aren't suitable for medieval-armor production. Last edited by Gustavus Adolphus; 06-25-2014 at 01:05 PM. |
|||
06-25-2014, 12:24 PM | #26 |
Join Date: Feb 2005
Location: Berkeley, CA
|
Re: Realistic DR for rigid armor
How does that conflict with what I said?
|
06-25-2014, 07:31 PM | #27 |
Join Date: Mar 2005
Location: Maitland, NSW, Australia
|
Re: Realistic DR for rigid armor
I based it on the fact that the lightest cuirasses are around 5-6 lbs in weight but they only cover the chest. Thicknesses on these cuirasses vary between a little more than half a mm on the back and sides to a little more than a mm in front. I just averaged it to 1mm to make things simple. Realistically the average thickness would be a little under 1mm. I think the weight discrepancy between real examples and the Mosteller formula is due to a lot more being lost around the armpits than many suspect. The fauld weight was simply calculated using the hit location percentage. Using real data for faulds doesn't help much because this armour overlaps part of the chest and thigh armour which isn't accounted for in LT.
__________________
Compact Castles gives the gamer an instant portfolio of genuine, real-world castle floorplans to use in any historical, low-tech, or fantasy game setting. Last edited by DanHoward; 06-25-2014 at 07:40 PM. |
06-25-2014, 07:41 PM | #28 |
Join Date: Feb 2005
Location: Berkeley, CA
|
Re: Realistic DR for rigid armor
I suspect it's mostly not realizing how little area the thicker parts of the armor cover. It's no different from high tech armor with a realistic coverage of around 30% being treated as full coverage.
|
06-25-2014, 11:34 PM | #29 | |
Join Date: Oct 2004
|
Re: Realistic DR for rigid armor
Quote:
When people quote known historical armor weights, only, they are missing so much of the other questions about variation that make comparing a given armor's material effectiveness very difficult. Then you add in the other elements -- that so few functional tests of the actual armor have been undertaken, that so few existing artifacts have been tested and sampled, that there is an unknowable background behind many pieces of armor make it difficult to discern whether it is exceptional to the point of being a useless baseline data point, and so on. The end result is that you have a bunch of very strongly held opinions that are often founded on rubbish, both from the standpoint of GURPS game mechanics, and from the study of historical artifacts and material culture. On top of that, you then must deal with the material sciences and how they work within the game. The real issue then is NOT "what is realistic?" but "what is consistent within the game?" because any number of strongly held opinions and misunderstandings can result in decisions that can change the starting and end points. Players and GMs ought to first consider what they want the game to look like, and then make the decisions about armor effectiveness from there, because the case can easily be made for a wide amount of interpretational variance, none of which are wrong, but just different from one another. |
|
06-25-2014, 11:52 PM | #30 | |
Join Date: Jan 2010
Location: Brighton
|
Re: Realistic DR for rigid armor
Quote:
Last edited by Tomsdad; 06-26-2014 at 12:09 AM. |
|
Tags |
armor, armor weight, armor: low tech: |
|
|