| The_Ryujin |
04-21-2020 09:26 AM |
Re: E-mag weapons builder
Quote:
Originally Posted by onetrikpony
(Post 2320131)
Thanks for your post.
Douglas from Gaming Ballistic? I Havn't been able to find that spreadsheet.
Am correct to assume the metrics you're using are from the spreadsheet?
Does this spreadsheet cover hyper velocity shockwave and resistance?
If that's not the case can you help me understand how you arrive at;
900 yd 1/2 damage range for the 4mm rifle?
60 3KG shots / C-cell (I'm guessing the assumption is a 3600KJ rechargeable)?
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Looks like Douglas beat me about the sheet and kinda, his numbers do shorta break down at the extremes but that's because once you get to needing to cover for hyper velocity shock waves the math gets super complicated and requires you to know a lot of factors behind the projectiles material properties and shape and is math far beyond using a pen and paper and would require complex computer modeling. Unfortunately there is no easy way to handle it.
As for my 900 yards figure this is more of a estimation based on how GURPS handles ranges rather then hardcore physics and is not based on the spreadsheet either.
And derp, that's supposed to be 3 kilojoules not kilograms lol. I wrote that on my smartphone and I guess it got autocorrected. 3kJ is roughly the muzzle energy of the rifle, TL10 EM weapons are 50% efficient. Ultra-tech TL10 power cell holds 720kJ/pound.
Also someone asked about a weight factor, I'm assuming they mean the 7.1lbs? That's just the weight of an unloaded 4mm gauss rifle, the heavy automatic figure came from reverse energering the weights of weapons that had both normal and machine gun versions. The square weight of KE is just how the gun design system seems to handle it (at lest at the time I Iearned that, David Pulver has since changed some elements of how EM weapons are designed but I don't, sadly, have the actual numbers).
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