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#31 | |
Join Date: Jan 2006
Location: Central Europe
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#32 |
Join Date: Feb 2005
Location: Berkeley, CA
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That has more to do with the rules for blast damage being broken than with the rules for fragments being broken. Fragment damage being linear in shell diameter is entirely reasonable, the problem is that radius for blast effects should also be near linear in shell diameter, not 3/2 power (what it actually should be in both cases is damage that's linear, and also a wounding multiplier that's linear; a bomb that's 8x more massive produces a given overpressure at 2x the range but also for 2x the duration, and it produces fragments with 2x the penetration but also 2x the wound channel).
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#33 | |
Join Date: Aug 2004
Location: Wellington, NZ
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In the real world, shells might have more fragments with increasing size or bigger ones, depending on what the designer wanted (and on their TL4 and thus ability to adjust such things). For anti-material work (shooting up ships, counter-battery fires, etc.) you want big fragments, while for anti-personnel work you want lots of fragments to get complete coverage and they don't have to be very energetic.
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#34 | |
Join Date: Aug 2004
Location: Wellington, NZ
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For example, shrapnel shells were a (successful) attempt to get round the problem of poor shell performance by effectively making a grapeshot round that didn't start spreading until it was well downrange. The weight of the balls in the shrapnel shells was carefully calculated so each one would have just enough energy at maximum effective range to cause a casualty, so as many balls as possible could be used, and this calculation included allowance for the velocity of the shell and the boost the burster charge gave. Later versions fired the balls out of the shell like a shotgun, rather than wasting energy breaking up the shell casing, giving better and more consistent results. Another example would be the changes in shell material from iron to steel, and then variations in the steel alloy to improve fragmentation performance (and also to improve cost, allow higher gun pressures, and so on, of course). While TL7 saw many advances in shell design and construction, there was plenty going on in TL5 and TL6 as well. Finding out what the optimal amount of burster was for various roles, for example. The development of the very high capacity shells for aircraft cannon (GURPS would call them SAPHEC) by the Germans in WWII for another (though you could make a case for these being a TL7 invention).
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Rupert Boleyn "A pessimist is an optimist with a sense of history." Last edited by Rupert; 09-03-2023 at 03:59 PM. |
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#35 | |
Join Date: Jul 2008
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#36 | |||
Join Date: Jun 2013
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#37 |
Join Date: Feb 2005
Location: Berkeley, CA
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Something of that type. It's somewhat more complicated, but the standard rule of explosive scaling is that you can start with a reference explosion, and then for any other size of explosive you can determine overpressure at any given distance by finding the overpressure from the reference explosion at a distance of (actual distance) / (cube root of ratio of actual explosive weight to reference explosive weight).
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#38 | |||
Join Date: Aug 2004
Location: Wellington, NZ
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Well, following the rapid fire table, doubling the number of fragments should give +1 to hit, and would reduce each fragment's damage to 70% of the original. Four times as many would be +2 to hit and x0.5 times the damage. Basically the same as adjusting the number of pellets in a shotgun shell, just don't worry about the exact numbers, just the ratios. In my view every doubling of shell diameter should also probably give a +1 to hit, probably using 40mm as a baseline so 40mm+ gets +0, 80mm+ a +1, and so on. Going down I'd be generous and say 20mm and under gets -1 and 10mm and under gets a -2. Quote:
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#39 |
Join Date: Jan 2006
Location: Central Europe
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I'm sure there were attempts to load a bomb with nails, potsherds, scrap iron, pistol shot, etc. in the 15th-17th century, I don't think these things were scientifically tested in the manner of Cold War and later military engineering.
The original shrapnel shell did not use fragments at all, it was meant to work as an airbust which scattered balls like a Cold War claymore mine.
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#40 | ||
Join Date: Jun 2013
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Lead sling bullets do pi, not cr - although now that I check LT, I notice that Harsh Realism for Ranged Weapons does indeed suggest downgrading to cr. So maybe that particular Harsh Realism effect is automatically in play for the landmine? While it's true that they are jagged and cut and tear rather than crush their way through soft tissue like a bullet, they are also typically rather small and, by my understanding, tend to wound and kill by penetrating into flesh and disrupting organs (and causing bleeding) rather than slicing bits off. That feels more like piercing to me; in terms of resisting penetration it probably has more in common with cutting, true, but GURPS typically lumps cut and pi together anyway when split DR is in play. I don't think fragments should be as dangerous to the undead (or machines, or homogenous targets) as they are to the living, and treating them as piercing - so that IT:Unliving and IT:Homogenous results in reduced wounding - handles that nicely. Although maybe I'm mistaken, here?
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artillery, gunpowder, high-tech, low-tech |
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