Blast radius tester (Bomb tester) - 1 explosionScale = about 80m (74m?) blast radius, I think (Boom 50/Boom 25 facts)
Table of contents
0. Build description
1. Bomb Facts
2. Blast radius per explosionScale (of other weapons)
This is a contraption that lets you test bomb's blast (damage) radius.
I've done testings and found that1 explosionScale
of Boom 50 or Boom 25 creates an explosion of about 80 meters radius, and multiplying explosionScale simply multiplies the radius... but don't take my word for it, and see for yourself. And someone please fact check this. Let me know if my testing method is totally wrong (but be polite!).
With this (probably not) new found knowledge, we no longer have to fear the possibility of blowing yourself up when delivering a TNT filled gift to your annoying neighbor (in SimplePlanes)--because now, you can simply do a calculation and know the safe release altitude.
1. Bomb facts:
About bomb and bomb's explosion radius
My testing method
I put bomb on a tower which releases the bomb and causes it to explode upon hitting the ground.
Measured bomb's explosion radius by lining up panels (with labels that indicated the distance) every 10 meters from the point of explosion, and recorded the furthest panel affected by the explosion. Panels were all disconnected from the cockpit or other stuff. I've done this on Wright Airport default spawn (for it has a flat surface).
What I've learnt
-1 explosionScale makes about 80 meters of blast radius. Stuff at the edge of blast radius was affected less (barely affected).
-explosionScale multiplies the blast radius in a linear manner. 1 ES creates 80m blast radius, 2 es 160m, 3 es 240m... etc. At least that was the case in my testing, with the contraption that could measure effect up to 500 meters.
-Scale of the bomb 'part' does not seem to affect blast radius or damage. (If it's large enough, bomb collides with the ground earlier and resulting explosion can occur at higher position)
-Detonating multiple bombs of the same exploSc at the same location does not change blast radius. I assume it only affects damage within the radius.
-Unrelated but...
If you make the scale of a part in a build really really large, like "500000,1,1" large, it messes up the particular aircraft data. Some parts will move and some parts become invisible. Couldn't be fixed by exiting the game. If you save the aircraft in this state, I would guess that the aircraft file in question is ruined.
2. Blast radius per explosionScale of other weapons
Disclaimer:
The numbers listed below are rounded up for the simplicity's sake. You get more accurate blast radius by subtracting 0.5m per explosionScale (emphasis on more). Do remember this, because it will result in significant difference the bigger boom you go.
During the tests, I put each weapon sideways in hopes of reducing misalignment of explosion point.
Feel free to save/use this image for easy reference.
Torpedo: 1es = 80m (default=0.8es)
Cleaver: 1es = 80m (default=1.8es)
2 es = 160m
Inferno: 1es = 20m (19.5m?/default=1)
5es = 100m
10es = 200m
Guardians: 1es = 20m (19.5m?/default=1)
10es = 200m
5es = 100m
3.75es = 75m (74m to be precise)
Interceptor: 1es = 20m (19.5m?/default=1)
10es = 200m
5es = 100m
20es = 390m
Rocket (single): Below 24m?
*Rocket/Rocket Pod's explosionScale don't have modifiable "explosionScale" attribute.
If there's a SimplePlanes wiki user among those reading this, I'd appreciate it if you could verify these first, then add info to the wiki.
Thank you for upvotes and spotlight!
Specifications
Spotlights
- SyntheticL 1.8 years ago
- ShiroNeko 1.8 years ago
- RicardoACE 1.8 years ago
- ALTMTR 1.8 years ago
- ColonelCanada 1.8 years ago
General Characteristics
- Predecessor Nuke Tester 3000 and B57 bomb
- Created On iOS
- Wingspan 4.9ft (1.5m)
- Length 173.3ft (52.8m)
- Height 10.7ft (3.3m)
- Empty Weight 4,734,385lbs (2,147,483kg)
- Loaded Weight 4,734,385lbs (2,147,483kg)
Performance
- Wing Loading N/A
- Wing Area 0.0ft2 (0.0m2)
- Drag Points 0
Parts
- Number of Parts 1
- Control Surfaces 0
- Performance Cost 589
base cannon scale?
I accidentally set boom 50
Explosion scale to 99999999 it obliterated the Whole map and crashed
Yes my nuke goes about Far away
Oh boy ima use my Nuke to test the range
Very interesting test, really useful, thank you
@Kendog84 np
@ThomasRoderick
Speaking of which, have I shown you this yet? I did some testings on explosive cannon damage, and the result was kinda confusing. I need to do further testings to know what's up with it, but my plan to utilize explosive shells for the ship combat thing seems to have hit a wall. I just can't tell how the damage & insta-kill trigger scales with the explosion scale/caliber.
.
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Cannon: 100mm/explosionScaler 0.1
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(impactDamageScaler is set to 0, and muzzle velocity has no effect on damage. 500m/s shell and 999999m/s shell gave me the same result)
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Block
1 HP - takes 1-2 shots (1-0.5 damage)
10 HP - takes 1-5 shots (10-2 damage)
100 HP - takes 3-10 shots (33-10 damage)
500 HP - 14-42 shots (35-12 damage)
750hp - 21-62 shots (35-12 damage)
900hp - 25-49-73 shots (36-12 dmg)
1000hp - 27-54-82 (37-12)
1500hp - 41-122 (37-12)
.
10000 hp
estimate: 285-833 (35-12 dmg)
Result: 269-538-539-806-807-808-810 (37.17-12.34 dmg)
.
.
100mm/0.2 ES
HP 10000: insta-kill (10000+ dmg)
Hp 100000: insta kill (100000+)
Hp 1000000: instakill
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1000mm/0.15 es
Hp 1000000: instakill
.
200mm/0.05es
HP 1000 - 690-1036
.
200mm/0.1es
Hp 10000 - instakill
20000 - 2-1 shots
@ThomasRoderick
Hurrah indeed!
Shame drag doesn't affect bomb's fall speed though, I wanted to differentiate old ww2 era high-drag GP bombs from modern low-drag ones. It's not impossible, but will take too much work & increase parts count unnecessarily. But on the positive side of things, now I have one less (fewer) reason to not disable drag calculations on bombs, so that's good.
Thanks for the link to your forum post btw, I was just thinking of looking for that myself.
@Magnavox20MS233S
Thank you:)
So simple yet so helpful
@Kendog84 From my tests (and pile o' bombs), bomb mass doesn't affect bomb speed either. The plane's performance, on the other hand, is indeed affected by the mass of the bombs... for obvious reasons. Just not the drag.
Also, when combined with the result of this, in which we discovered the explosive radius of a cannon shell is also scalar, plus a rocket = 250mm shell (5 × 50mm) and a missile = 350mm (7 × 50mm) shell, we can basically make everything out of everything!
Hurrah for the innovative, hurrah for the inquisitive, and hurrah for the persevering!
@ThomasRoderick
Hehehh, I had a feeling you'd like this, lol
80m for Boom 50 and others definitely seems too large though, and it seemed 75m wasn't 100 percent accurate, either. Might need to do more experiments with precision.
Also--I found that (it seems at least) dragScale/drag calculation don't affect bomb's fall speed or trajectory, only mass does. Might affect airplane's performance though (yet to test that). Got any info on that?
@KangIntel
It's ok, everyone starts as a beginner. You'll get better with practice, but not without practice. You'll probably improve with every build you make. Just give it a try, you already have the ideas. And you can ask questions to people (just remember to be polite), and someone might be able to help you build it:)
ZOGGIN BOOTIFUL, BOSS!
@Kendog84 i had no build experience Well i do only Makes and add text To liverys
@KangIntel
You should try building that yourself, sounds like a cool idea.
@Kendog84 hmmm i do have some cool suggestion like Engine testing Using a Chicken/bird to hit And use whatever engine we want, also a Plane fuselage For Crash test with a Other Plane that will work For knowing how Strong is the Plane
@Farewellntchii
Thanks chii:) Frame is from a nuke tester I built last year, didn't think I'd use it again, but now I'm glad I made it lol
Title's longer than an average lifespan
@KangIntel I'll build one. Stay tuned and I'll tag you.
@C47skytrain
I don't think that's possible, unfortunately.
Cannon's explosion size and damage are determined by caliber (diameter) and explosionScaler (as far as I know), and if you make the value of either one of them (or both) small, explosion will be small and weak. And if you make them large, explosion becomes large and powerful. Unlike bombs, missiles, etc., you can't change the size of explosion effect independent of the actual damage and blast radius.
That bombs a big boy 👦👍👌
Hey @Kendog84, I want to mod a fuzed cannon to have a big explosion radius but very little damage, but I can't figure it out. Can you help me? I was hoping you could figure it out
@Kendog84 its a suggestion
@KangIntel
Nah, sorry. I do take suggestions, but I don't do requests. I'm kinda busy with other stuff anyway