I Tried Searching The Any Sign Of a Formula For Accurately Calculating The Damage Of a Cannon Shell Based On It's Velocity And Caliber At Point Blank Range (If Shells Do Slow Down) To My Surprise No-One Ever Asked For This Since The Community Is Always One Step Ahead.
Not Only Would It Help Me So Much (This Would Definitely Improve My DMG Models Alot!) It Can Also Help Anyone In The Future Who Is Wondering About This Too! Thanks In Advance To Whoever Figured Out The Formula First.
(Requirement: Formula Must At Least Be 80% Accurate Or Higher)
@wernster Btw fill in p with the m/s
D= damage
S= seconds
P= speed
D=[p+(Sx-14)]x0.66
Damage decreases by a third every second depending on velocity
So after 3 times the amount of time it goes three times the speed and finally it doesn’t break it.
Now I’m going to calculate the damage adding on to the de-exeleration and finally creating a formula
@Wernster so all in all, the execration is -14.2857 so every second speed decreases by about -14.2857m/s squared.
Starting speed 50m/s
Ending speed 40m/s
(40m/s - 50m/s) / 0.7 second = -14.2857
Ima try this
I just spam zeroes on the armor and then test its effectiveness against a lowest-speed normal slug shell. My New York model is a good example since it can withstand the shell good (unless you take the explosive shell, because then the whole thing would disintegrate).
@IssaIwan Exactly! The Reason Why I'm Seeking Out The Formula Is To Accurately Set The HP Of a Part To Match Its Respective Armor Thickness Against Certain Cannons!
EX: a 110mm Angled Plate Should Be Able To Withstand 50mm And Some 75mm Cannons And Should Be Penetrated With Powerful Ones.
(High Velocity Cannons With Impact Scalar Added In To Make It's Penetration More Close To It's Intended One)
But Since The Formula Isn't Out Yet All I Do Is Make Rough Approximations, Still Works But Not As Accurate As Having a Proper Formula.
I mean, the default health of parts is 100 which is pretty weak, so you’d need a pretty slow moving shell in order to damage the part without destroying it. My suggestion is to set the health to 1000 or 10000 and judge based on how bright the damage indicator is. I’m not good with numbers, I only use the basic number functions with Overload and Fine Tuner that any idiot could figure out.
@WereOutOfNames Yes Correct, Only Basic Shells As Explosive Shells Are Pretty Much Overpowered.
@rexrexThezion Idk Why, My Fingers Just Does That Automatically.
Ok But Why Do You Type Like This