Difference between revisions of "Materials"
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* For example, [[Long rifle]] has Muzzle velocity of 1,000 and projectile mass of 2,4 due to the caliber. | * For example, [[Long rifle]] has Muzzle velocity of 1,000 and projectile mass of 2,4 due to the caliber. | ||
** The formula would give Long Rifle '''Projectile Energy''' value of 1,200. | ** The formula would give Long Rifle '''Projectile Energy''' value of 1,200. | ||
'''Armor degrade multiplier''' | |||
The formula for calculating Armor degrade multiplier is: | |||
MM * WM * CM | |||
* Armor degrade multiplier is a percentage value of the Projectile Energy that actually damages the object Armor. | |||
* MM stands for Material Multiplier, which is the percentage of how much the material negates Projectile Energy. | |||
** Density is the most important material property resisting impacting energy. | |||
** Transformability is the second material property resisting impacting energy. | |||
* WM stands for Weight Multiplier, which balances armor degrade between different sized objects. | |||
** Larger objects get a bonus, and sustain impacting energy more efficiently. | |||
* CM stands for Corrosion Multiplier, which acts as a penalty to the Armor degrade multiplier. | |||
** Corrosion status makes the armor decrease faster on each impact of energy. | |||
==== Example ==== | ==== Example ==== |
Revision as of 10:18, 19 March 2019
Summary
All objects consist of certain material or materials.
Based on the material composition of the object, materials give them special properties.
These properties are important in different situations:
- Structural durability: Has a high impact on spaceship design. Specifically on the frame and spots that are under heavy stress.
- Structural durability can be monitored by using the durability tool.
- Armor value, Density, and Transformability are important when choosing the material for armor.
- The outer plating of a spaceship or station is considered as armor.
- Weight is a factor when using dense, heavy, or just a lot of materials for a large ship (such as a capital ship).
- Ships with large weight value need more thrust power to move.
Materials can break or withstand damage in different ways:
- Materials can break.
- Shape and depth of the breakage varies based on the material properties, and impact energy.
- Materials can fracture.
- The more durable materials don't immediately get destroyed or break off parts, but rather fracture. Some materials fracture faster than others.
Manufacturing cycle
Materials can be both created and used to make other devices and parts in the world.
Here's a generic description of how the manufacturing cycle works:
- Mining raw materials. Either by using pickaxe or Urchin.
- Smelting raw materials into something useful.
- Refining materials to specific use.
- Printing devices and parts from different processed materials.
Material statistics
- Armor Value - How much Projectile Energy from weapons the material can resist.
- Heat - Threshold and reflect value for heat status.
- Corrosion - Threshold and reduction value for corrosion.
- Electricity - How well material nullifies electricity status. Low Electricity property makes the object higher on priority list for electric currents.
- Transformability - Represents the material's ability to sustain it's form over stressful events such as heat, melting and structural stress. Also represents Allotropic properties.
- Structural durability - How much structural strain object can handle from other objects.
- Density - How dense atomic structure the object has. Higher density improves resistance against radiation and impact damage. Density also improves material's ability to withstand corrosion. Higher Density also affects the object's weight.
- Endurance - Material's Ability to resist overall durability from damage. Higher endurance score reduces threshold against object destruction when missing pieces of the material.
Damage model
Basic information
Objects can sustain different amount of various damages depending on their weight and material.
Impact damage is described as energy hitting the object.
Objects may take different types of status like Heat or Corrosion that weakens them, making the objects more vulnerable for incoming damage.
Terminology
- Armor Value
- Objects armor value to resist Projectile Energy
- Density & Transformability
- Key material properties to define how durable material is against impacting energy.
- Projectile Energy
- The total energy value when projectile hits an object.
- Projectile Energy values are calculated in advance for each possible weapon-projectile combinations.
- Projectile Energy formula uses weapon's velocity it fires projectiles with and projectile's mass.
- Laser weapons that transmit energy have their own Energy value that is not affected by projectile mass or velocity.
- Armor Degrade Multiplier
- Multiplies Energy value before it reduces Impact Armor. This value can also be used to fine tune how well armors resist small arms.
- Armor Damage
- The actual amount of damage to be reduced from current Armor value.
- Damage amount is calculated from the Energy value after material reductions multiplied with the Armor Degrade Multiplier.
- Energy Through Armor
- The Energy amount exceeding objects current Armor value.
- Breaking Damage
- Small amount of energy "grinds" pieces from an object when exceeding objects Armor value.
- Fracturing Damage
- Large amount of energy "cuts" fractures from an object when exceeding objects Armor value.
Damage
Overview
This is how damage calculation flows in general:
- Projectile Energy impacting an object is calculated from projectile Mass and weapon Velocity. The projectile mass being usually the caliber of the bullet.
- The Armor Value will decrease whenever the object takes a hit.
- If the resulting Projectile Energy exceeds objects Armor value, Breaking Damage will occur.
- NOTE! Heat Status will have a negative effect on the Armor Value in this comparison.
- Voxel Damage amount is calculated from Projectile Energy exceeding the objects Armor value.
- Armor Degrade Multiplier is calculated from Density and Transformability properties of the objects material, and from the objects generic Mass.
- Armor Damage is calculated from Projectile Energy and Armor Degrade Multiplier. The Armor Damage is reduced from current Armor Value.
Damage details
Projectile energy
The formula for calculating projectile energy is:
Projectile Energy = (M * V^2/2)/1000
- M stands for projectile mass, which is generally the caliber of the bullet
- V stands for bullet velocity
- For example, Long rifle has Muzzle velocity of 1,000 and projectile mass of 2,4 due to the caliber.
- The formula would give Long Rifle Projectile Energy value of 1,200.
Armor degrade multiplier The formula for calculating Armor degrade multiplier is:
MM * WM * CM
- Armor degrade multiplier is a percentage value of the Projectile Energy that actually damages the object Armor.
- MM stands for Material Multiplier, which is the percentage of how much the material negates Projectile Energy.
- Density is the most important material property resisting impacting energy.
- Transformability is the second material property resisting impacting energy.
- WM stands for Weight Multiplier, which balances armor degrade between different sized objects.
- Larger objects get a bonus, and sustain impacting energy more efficiently.
- CM stands for Corrosion Multiplier, which acts as a penalty to the Armor degrade multiplier.
- Corrosion status makes the armor decrease faster on each impact of energy.