Steve Jackson Games Forums

Steve Jackson Games Forums (https://forums.sjgames.com/index.php)
-   GURPS (https://forums.sjgames.com/forumdisplay.php?f=13)
-   -   E-mag weapons builder (https://forums.sjgames.com/showthread.php?t=168349)

onetrikpony 04-20-2020 06:13 PM

E-mag weapons builder
 
I've had a lot of fun playing with the "Blaster and Laser Design" rules from Pyramid 3-37.

Does anyone have anything equivalent for Electromagnetic slug throwers?

I've tried, and failed, to reverse engineer the gauss guns from UT. I think the issue is hypervelocity air resistance, and I'm ready to admit that I'm just not smart enough to understand what's going to there.

I also failed to come to any conclusions by statistical analysis of the printed weapons...

Any help?

Ulzgoroth 04-20-2020 07:14 PM

Re: E-mag weapons builder
 
I frankly would not start from the assumption that UT gauss guns are based on any sort of good physical model. And if anything would expect them to be ignoring the issues of serious hyper-velocity air resistance because if you run into that your gun probably isn't practical to use in an atmosphere.

The_Ryujin 04-20-2020 08:17 PM

Re: E-mag weapons builder
 
Yeah, the projectile weapons in Ultra-Tech mostly followed the examples set in the basic set which in turn were more rule of thumb then built using a design system.

To give you an idea, The 4mm gauss rifle shoots a 2.7g bullet at around 1,500m/s that should do 8d+1 pi- instead of the 6d+2 pi- listed. I peg range (assuming non-APEP rounds) at 900/5,400.

While not ideal, right now the best you can do is use Douglas's ballistic spreadsheet to get damage and range (note that range figures from his sheet will be different then numbers gurps uses) and for small arms at lest take the square root of the rounds KE in joules divided by 3,000 and multiple it by 7.1lbs or 10.7 if the weapon is a heavy automatic to get the weapons weight. A TL10 C Cell can power 60 3kj shots.

onetrikpony 04-20-2020 09:18 PM

Re: E-mag weapons builder
 
Quote:

Originally Posted by The_Ryujin (Post 2320123)
To give you an idea, The 4mm gauss rifle shoots a 2.7g bullet at around 1,500m/s that should do 8d+1 pi- instead of the 6d+2 pi- listed. I peg range (assuming non-APEP rounds) at 900/5,400.

While not ideal, right now the best you can do is use Douglas's ballistic spreadsheet to get damage and range...
...and for small arms at lest take the square root of the rounds KE in joules divided by 3,000 and multiple it by 7.1lbs or 10.7 if the weapon is a heavy automatic to get the weapons weight. A TL10 C Cell can power 60 3kj shots.

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)?

Fred Brackin 04-20-2020 09:30 PM

Re: E-mag weapons builder
 
Quote:

Originally Posted by onetrikpony (Post 2320097)
I've had a lot of fun playing with the "Blaster and Laser Design" rules from Pyramid 3-37.

Does anyone have anything equivalent for Electromagnetic slug throwers?

Any help?

What you need is actually just a system for handling the upper end of conventional guns.

Some reasons why:

Above 1600 meters per second pretty much any projectiles made from anything except but depleted uranium or materials like UT's "bulk amorphous tungsten" shatter and make shallow craters rather than deep penetrating hits.

Above 2200 mps even depleted uranium structurally fails. "Hyperdense might take you farther but how far depends on specifics. Traveller's "Bonded Superdense" at 2x as dense as steel but 14x as strong might take you to 3700 mps.

At about the same speed (Mach 7) projectiles made out of conventional matter start to burn up like meteors in an Earth-like atmopshere.

So really, you don't need to go that far past what you can get with gunpowder. I've heard of rifle rounds that hit 1200 to 1500 mps and tank guns go toa round 1600.

Of course, this is for the projectiles. Stats for the guns are pretty speculative though soemupper limits can be calcualted using material strength math that is well beyond me.

Varyon 04-20-2020 09:42 PM

Re: E-mag weapons builder
 
Quote:

Originally Posted by onetrikpony (Post 2320131)
60 3KG shots / C-cell (I'm guessing the assumption is a 3600KJ rechargeable)?

Curious about that myself. The laser rifle in UT is consistent with a 30 kJ weapon in Spaceships (and probably the mentioned design article, but I don't have that to check), and would get 8.3 shots out of a C cell (the D cell it normally uses holds 10x as much energy as a C cell, and gets it 83 shots). 30kJ * 8.3shots/cell = 249kJ/cell, implying that's how much usable energy you get out of it. Assuming electromagnetic weapons have comparable efficiencies to laser weapons, that would mean a 3 kJ* gauss gun (say) should manage around 83 shots out of a C cell. The_Ryujin appears to be assuming the electromagnetic weapon will only have around 70% of the efficiency of the laser weapon.

onetrikpony 04-20-2020 10:02 PM

Re: E-mag weapons builder
 
Quote:

Originally Posted by Varyon (Post 2320135)
Curious about that myself. The laser rifle in UT is consistent with a 30 kJ weapon in Spaceships (and probably the mentioned design article, but I don't have that to check), and would get 8.3 shots out of a C cell (the D cell it normally uses holds 10x as much energy as a C cell, and gets it 83 shots). 30kJ * 8.3shots/cell = 249kJ/cell, implying that's how much usable energy you get out of it. Assuming electromagnetic weapons have comparable efficiencies to laser weapons, that would mean a 3 kJ* gauss gun (say) should manage around 83 shots out of a C cell. The_Ryujin appears to be assuming the electromagnetic weapon will only have around 70% of the efficiency of the laser weapon.

I'm assuming the issue is the efficiency of the projector / launcher. I've been thinking about my TL 10 setting in terms of projectile launchers being more efficient in terms of terminal energy than beams. Things would change a lot if that weren't the case.

Quote:

Originally Posted by Fred Brackin
Above 1600 meters per second pretty much any projectiles made from anything except but depleted uranium or materials like UT's "bulk amorphous tungsten" shatter and make shallow craters rather than deep penetrating hits.

Above 2200 mps even depleted uranium structurally fails. "Hyperdense might take you farther but how far depends on specifics. Traveller's "Bonded Superdense" at 2x as dense as steel but 14x as strong might take you to 3700 mps.

This concept is new to me!
Thanks Fred.
Where do I go to learn more? (even search terms would be OK) I'm guessing it has something to do with a threshold for energy transfer based on the (sheer?) strength of the projectile material?
This could definitely change my setting.

Varyon 04-20-2020 10:34 PM

Re: E-mag weapons builder
 
Quote:

Originally Posted by onetrikpony (Post 2320138)
I'm assuming the issue is the efficiency of the projector / launcher. I've been thinking about my TL 10 setting in terms of projectile launchers being more efficient in terms of terminal energy than beams. Things would change a lot if that weren't the case.

The relationship between the energy of a projectile and its GURPS damage isn't as straightforward as that between the energy of a beam weapon and its GURPS damage. The latter is simply the cube root of energy multiplied by a constant (roughly 2d if using energy in kJ, and dealing with most beam weapons like lasers), then rounded appropriately. For a large projectile, the former is roughly the cube root of the projectile's mass multiplied by velocity, multiplied by a factor dependent on the projectile's composition (it's the collision equation from Basic Set). For bullets, there's no official formula, but Douglas Cole's spreadsheet uses this equation to get damage in points (divide by 3.5 to get it in dice): (((KE^1.04)/(X^0.314))^0.5)/13.3926, where KE is kinetic energy (in Joules) and X is the bullet's cross sectional area in square meters. He's got other stuff setup on the spreadsheet to calculate what (if any) armor divisor is appropriate. There are cases (indeed, I think it's generally the case) with that equation where even if a slugthrower isn't as efficient at turning stored energy into kinetic energy as a laser that gets a comparable number of shots, the thrown slug will deal more damage. For example, that 30 kJ laser I mentioned earlier does 6d(2) burn, which is 12 dice of armor penetration. The .50 BMG round in Doug's spreadsheet only has around 17 kJ, yet deals 13d+2 pi+, which is both more penetration and more wounding for less energy.

Say, it isn't that bad! 04-20-2020 10:54 PM

Re: E-mag weapons builder
 
Quote:

Originally Posted by Varyon (Post 2320148)
For a large projectile, the former is roughly the cube root of the target's mass multiplied by velocity, multiplied by a factor dependent on the projectile's composition...

You sure about that?

onetrikpony 04-20-2020 11:14 PM

Re: E-mag weapons builder
 
Quote:

Originally Posted by Varyon (Post 2320148)
... Douglas Cole's spreadsheet uses this equation to get damage in points (divide by 3.5 to get it in dice): (((KE^1.04)/(X^0.314))^0.5)/13.3926, where KE is kinetic energy (in Joules) and X is the bullet's cross sectional area in square meters...

Thank you for the post and espescially the information. I'd sure like to see that spreadsheet.

Do you know where Ryujin got the weight factor numbers?

Found the spreadsheet; Google. Who knew?!
http://www.motoslave.net/thom/rpgs/

Also found what might be information on the upper limit of velocity for penetration here.
http://aux.ciar.org/ttk/mbt/papers/i...jie_28_363.pdf
which will be awesome to read after I get my injuneering degree.

Ulzgoroth 04-20-2020 11:37 PM

Re: E-mag weapons builder
 
Quote:

Originally Posted by onetrikpony (Post 2320138)
This concept is new to me!
Thanks Fred.
Where do I go to learn more? (even search terms would be OK) I'm guessing it has something to do with a threshold for energy transfer based on the (sheer?) strength of the projectile material?
This could definitely change my setting.

This over here written by a poster here who I believe is a physicist might be helpful!

DouglasCole 04-21-2020 12:05 AM

Re: E-mag weapons builder
 
Quote:

Originally Posted by onetrikpony (Post 2320151)
Thank you for the post and espescially the information. I'd sure like to see that.

Email me at gamingballisticllc at gmail dot com and I’ll ensure you get the latest version (2013)

Varyon 04-21-2020 06:36 AM

Re: E-mag weapons builder
 
Quote:

Originally Posted by Say, it isn't that bad! (Post 2320150)
You sure about that?

What are you talking about, it clearly says "projectile's mass," and has always been that way. We've always been at war with Eastasia. Please disregard the part that says it's been edited in the last few minutes, that was just for some spelling errors.

Yeah, spelling errors. That's my story and I'm sticking to it.

Quote:

Originally Posted by onetrikpony (Post 2320151)
Do you know where Ryujin got the weight factor numbers?

No idea; could be taken from the firearm design system from 3e (which you can find in GURPS Classic: Vehicles), extrapolated from the weights in UT, or from somewhere else; we'll just need to wait for him.

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)?

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).

Michael Thayne 04-21-2020 10:00 AM

Re: E-mag weapons builder
 
I've looked at the rules for building electromagnetic guns from 3e, and they seem like they'd work okayish for 4e. The biggest issue AFAICT is that for really big guns the weight seem implausibly low, because the empty weight of guns is based on the square of caliber rather than the cube or something like that.

The_Ryujin 04-21-2020 11:01 AM

Re: E-mag weapons builder
 
Quote:

Originally Posted by Michael Thayne (Post 2320222)
I've looked at the rules for building electromagnetic guns from 3e, and they seem like they'd work okayish for 4e. The biggest issue AFAICT is that for really big guns the weight seem implausibly low, because the empty weight of guns is based on the square of caliber rather than the cube or something like that.

This is a problem with conventionally large caliber guns as well in the system. Using the cube of of caliber gives betterish results and is what Spaceships uses (though... guns in that system has it own issues). The rules for the weapons design system that will be in the VDS uses a scaling factor to account for this though sadly I don't know what the number is....sadly it might be years still before it sees the light of day =_=


All times are GMT -6. The time now is 12:25 AM.

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