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#21 | ||
Join Date: Jun 2013
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Thinking on this, what if the tab (for pulling the cup back) isn't actually attached to cup, but rather to the ends of the strings? To pull it back into position, we have to pull the knotted portions of the string back through the cup. A large knot that it can't slip past, right in front of where the cup is meant to be, means when we pull the tab back, we pull the string back into proper position to allow slipping on impact, with the cup where it needs to be to be loaded. Does that sound feasible? Quote:
Sadly, I don't have that DF book. But it does sound like the same general concept, yes (but I don't want to be reliant on fantastical materials... particularly given an ~indestructible material like orichalcum may well not even exist in Oubliette, not even within the dungeons).
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GURPS Overhaul |
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#22 |
Join Date: Aug 2014
Location: Snoopy's basement
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I wonder if a grosser movement than cranking could be a faster way to charge the weapon, like a long lever or a pull-cord.
Last edited by Donny Brook; 02-16-2022 at 10:53 PM. |
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#23 | |
Join Date: Aug 2004
Location: traveller
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Again, a spring (particularly a coiled spring) this strong isn't historically accurate, but it is probably minimally invasive as unobtainium goes. Maybe they have to be harvested from Hell Gnome traps... |
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#24 | ||
Join Date: Jun 2013
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GURPS Overhaul Last edited by Varyon; 02-16-2022 at 11:39 PM. |
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#25 | ||
Join Date: Aug 2004
Location: traveller
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#26 | ||
Join Date: Jun 2013
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Now that I've slept on it and am beyond my initial knee-jerk "But mine's better!" reaction, I'm really warming to the idea of an air piston.
For design, I'm thinking the piston and its chamber (which it never fully exits while in use) should be made of metal, with a soft leather stopper at the end of the piston, serving both to form an air-tight seal (which introduces more friction, but I feel that's necessary) and soften the impact when the piston reaches the end of the chamber. The piston, like the cup before it, would have a tab that comes out of the stock, but on the side rather than the top, for pulling it back into position after shooting. There would still be a safety lever, but this time it would be for being able to pull the piston back with ease (you disengage whatever pushes the piston forward - I'm thinking a pair of gears, with the piston having slots matching up to their teeth - from the battery, so it slides back without resistance, then re-engage it so you can shoot again; incidentally, I think a character with ST matching that of the weapon would be able to pull the piston back while it's still engaged, recharging the battery for one shot at the same time). I'm seeing reloading as a four second process - Ready to flip the safety and pull the piston back into position; Ready to draw a bullet; Ready to flip open the cover, drop in the bullet, and replace the cover; and a final Ready to reshoulder the weapon and flip the safety to prepare it to shoot again. Fast Draw reduces this to 3 seconds; the Rapid Reload Perk further reduces it to 2 seconds. This assumes your battery still has shots left, of course - otherwise you've got to draw and attach the crank, wind it up, detach and stow the crank... and then see the rest of the party is already looting the corpses. I'm a little concerned about the air reservoir, but I feel I probably shouldn't be. When the character pulls the piston back, the only air supply to the reservoir is from the barrel itself, which has to pull the air from outside. For a character with Rapid Reload, we're probably looking at less than a second between the character starting to pull back the piston and blocking off the air supply with a bullet. Is that likely to be enough time, or should the chamber have air holes just in front of the piston when it's in ready position? Might that be a good idea anyway, in case the character goes out-of-order and loads the bullet before pulling back the piston? Quote:
For the sabot itself, I think a soft wood would work alright. One possible concern would be heat, given we're basically looking at something akin to a weaponized fire piston, but I suspect (given the projectile is going to be accelerating even before the piston strikes the stop) the temperature won't get high enough to be an issue - at most, the back of the sabot might get a bit charred, but I'm thinking these things are single-use anyway. EDIT: Gear rifles would have to be designed specifically to be able to shoot sabots, as you'd need a different shape of barrel cut-out to accommodate such, and probably something at the end for the brake to attach to. Such weapons would still be able to shoot normal bullets, of course, so long as the brake is removed before doing so (otherwise the bullet is likely to break the brake). Quote:
Or should I just flip physics another middle finger and say "I want longer barrels to result in more velocity, so that's what's gonna happen, and no more lip from you, Newton!" EDIT: Just to get a glimpse, I decided to plug the damage for a "typical" gear rifle - 2d-1 pi, with a 10mm bullet - into DouglasCole's damage equation, to see how fast that bullet would be going as it would hit this velocity immediately following the piston striking home. The equation, for those playing at home, is Damage = (KE/cal^0.4)^0.5 * 0.6, with Damage in points (and corresponding to the average - 6 in this case), KE in Joules, and cal being the caliber in mm. That's 251 J (for about 63% efficiency, given it takes 4 seconds for an ST 10 person to wind, and said person can generally output around 100 W*). A lead sphere that is 10mm in diameter would mass 47.6 g, or 0.0476 kg. KE = 1/2 m*v^2, for a muzzle velocity of 103 m/s. Given the bullet starts at rest (velocity 0), that means the average velocity while it traveled down the barrel was 51.5 m/s. I wanted this rifle to have a 1 yard barrel; let's just call it 1 meter for simplicity. This indicates the piston took roughly 0.02 seconds to ram home. Honestly? I think that works. So, no middle finger for physics, and sorry for calling you out, Newton, but I think this all works. I'll need to think on how this would impact optimal barrel length for other BL's - and projectiles... and then decide if that has the game effects I like, or if I should abandon all that. One thing this indicates is that clay bullets are going to see a damage reduction because rifles meant for firing lead bullets are too short for them (a 10mm clay sphere would mass somewhere around 5 g, for a muzzle velocity of 317 m/s, and average velocity of 158.5 m/s; with a 0.02 second power stroke, that calls for a 3.17 m barrel). *This is sustained output, resulting in the character losing FP at something like 1 FP per hour (comparable to hiking). Someone trying to wind a gear rifle during battle is probably more akin to jogging than hiking, for doubled output (going All Out is akin to sprinting, for a further doubling of output). So, if we assume it would take 4 seconds for an ST 10 person using Readies in combat to wind up an ST 20 gear rifle, that indicates it's actually storing 800 J, for only around 30% efficiency.
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GURPS Overhaul Last edited by Varyon; 02-17-2022 at 10:17 AM. |
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#27 | |
Join Date: Feb 2005
Location: Berkeley, CA
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#28 | |
Join Date: Jun 2013
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Looking at our example rifle - 2d-1 pi, 10 mm, 1 meter long barrel - and assuming the projectile is located 10 mm from the piston chamber (so D is equal to projectile diameter), we're at 100D, and our kinetic energy is at 49.995DF. Setting this as exactly 6 damage (2d-1), and rounding normally (so 6.5 is 7), we need to go to 1.18m for +1 damage, 1.57m for +2 damage, and 2.01m for +3 damage. Meanwhile, shortening our weapon to 0.85m has no effect on damage, going as short as 0.57m is -1, 0.35m is -2, and 0.18m is -3. If instead round down (so 6.999 is still 6), we need to go to 1.37m for +1, 1.78m for +2, and 2.25m for +3; meanwhile, -1 to damage can be as short as 0.7m, -2 can be 0.45m, and -3 can be 0.26m. I'll play around with the values and see what falls out. Thanks! EDIT: Me: "I'm not aiming for scientific rigor." Also me: "Let's integrate the pressure curve to see how KE and damage change with the length of the barrel!"
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GURPS Overhaul Last edited by Varyon; 02-17-2022 at 12:33 PM. |
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#29 |
Join Date: Jun 2013
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Took a bit to get back into messing with this, with how much of a downer Real Life has been recently (if you don't live under a rock, you probably know what I'm referring to; if you're currently literally living under rock because some a**hole looked at your country and cried "IwantitIwantitIwantit," you definitely know what I'm referring to), but at least for now, back to messing around with it. Things are coming together, but I'm a bit stuck where I always was with the firearm design - MinST. This seems like it would be the greater of whatever ST is needed to hold the weapon in place (I'm currently thinking one-handed firearms can be up to BL/2, while two-handed ones can be up to BL), and whatever ST is needed to manage recoil. That latter is the sticking point. I've read that some old British guidelines suggested no more than 20 lb-force of recoil for a service rifle, and that most modern service rifles are around 15 lb-force of recoil, so I'm tentatively saying something like the above - BL/2 for one-handed firearms, BL for two-handed ones. The issue is... I don't know how to calculate this for my gear rifles. I can work out the recoil energy for them, provided I ignore the secondary recoil from accelerating the working fluid (I think this can be done safely in this case). After messing with the math a bit*, it looks like the recoil energy is equal to the muzzle energy multiplied by the mass of the bullet, divided by the mass of the rifle - Rk = Bk*Bm/Rm. But that gives me energy, and the values I have to work with to set "Is this wieldable?" are in terms of force. Now, given that kinetic energy is equal to force times distance, I can get force by dividing by distance... but what distance is at play here? The length of the barrel? How far the rifle moves back while dumping its energy into the shooter's hands/shoulder? I'm thinking it's the latter but... what would that actually be, assuming a competent shooter with minimal or no padding? How much would it change if the shooter is wearing a gambeson or similar padding?
*For those playing along at home (and because I'd like someone to check my math to make certain I didn't screw something up), the variables of note are Bm (mass of the bullet), Bv (velocity of the bullet), Bk (muzzle energy), Rm (mass of the rifle), Rv (velocity of the rifle), and Rk (recoil energy). We start with conservation of momentum, which gives us Bm*Bv = Rm*Rv (there should be a negative sign here, given velocity is a vector, but I only care about absolute values, so we ignore that) We need kinetic energy in the equation, so we use Bk = 0.5*Bm*Bv^2 Rk = 0.5*Rm*Rv^2 I opted to solve this for Bm and Rm, so that I could avoid needing to bother with square roots Bm = 2*Bk/(Bv^2) Rm = 2*Rk/(Rv^2) Substituting these into the momentum equation (Bm*Bv = Rm*Rv), we get 2*Bk*Bv/(Bv^2) = 2*Rk*Rv/(Rv^2) Which simplifies down to Bk/Bv = Rk/Rv And solving for Rk gives us Rk = Rv*Bk/Bv Of course, we don't know what velocity our rifle is getting accelerated to, and frankly we don't care. Fortunately, we can solve our momentum equation for Rv, giving us Rv = Bm*Bv/Rm Substituting this in with our recoil energy equation, we get Rk = (Bm*Bv/Rm)*Bk/Bv Which simplifies down to Rk = Bk*Bm/Rm
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GURPS Overhaul Last edited by Varyon; 03-01-2022 at 03:18 PM. |
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#30 | |
Join Date: Feb 2005
Location: Berkeley, CA
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artificer, dungeon fantasy |
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