Quote:
Originally Posted by vicky_molokh
For a game, collision rules might be good enough - 186,000 mps is pretty near c, multiply that by 6d by HP/ST (use dHP/dST for dDamage). Just make that explosive damage.
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For velocities close to c (such as 186,000 miles per second or 0.9985 c) you need to account for the relativistic mass's effect upon kinetic energy. You can do that by multiplying the damage by 1/(1-v^2/c^2)^(1/4) - that's the square root of the Lorentz factor (damage is proportional to the square root of kinetic energy while kinetic energy is directly proportional to mass). In this case, that means multiplying by 4.274.