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Unless if it's proven to be as fast as the attack speed from the character, but then again, it can vary.if a character's base speed is Subsonic, then he throws an identity card, or let's say a small ball, then is the projectile he throws Subsonic too?
Not really, you can just use linear momentum to solve it. M1V1 = M2V2If the object used actually manages to tag, for example, someone comparable to the Subsonic character, then it would scale, otherwise it's rather hard to tell
mass.If v is velocity, what is M?
Pretty much.Mass of what x velocity of what = mass of what x velocity of what?
An example of such?Pretty much.
It'll be something you'll find in your physics textbooks as a problem to solve at times, but usually they'll involve very low masses and very low speeds.An example of such?
I seeIt'll be something you'll find in your physics textbooks as a problem to solve at times, but usually they'll involve very low masses and very low speeds.
For example, 0.15 kg block slams a 0.5 kg block at a speed of 1 m/s. What is the speed of said 0.5 kg block?
M1V1= M2V2
0.15 * 1 = 0.5 * v2
0.5v2 = 0.15
v2 = 0.15/0.5 = 0.3 m/s
The 0.5 kg block's speed is thus 0.3 m/s.
Can this method also be applied to find the speed of a projectile thrown by a character?It'll be something you'll find in your physics textbooks as a problem to solve at times, but usually they'll involve very low masses and very low speeds.
For example, 0.15 kg block slams a 0.5 kg block at a speed of 1 m/s. What is the speed of said 0.5 kg block?
M1V1= M2V2
0.15 * 1 = 0.5 * v2
0.5v2 = 0.15
v2 = 0.15/0.5 = 0.3 m/s
The 0.5 kg block's speed is thus 0.3 m/s.
You could, I think you could also derive the speed of the arm throwing it assuming you have the mass and the speed of the projectile being thrown.Can this method also be applied to find the speed of a projectile thrown by a character?
Not too sure about PE applications.Does the formula apply to making others fall? For example a pellet shot at a certain speed caused someone to fall to the ground at a certain speed due to the stopping power of the pellet?
[(Character hand mass (kg) × character hand speed (?)) = (Mass of thrown object (kg) × speed of thrown object (m/s)]You could, I think you could also derive the speed of the arm throwing it assuming you have the mass and the speed of the projectile being thrown.
Basically instead of causing someone to fall normally from losing footing. It caused the person to slam to the ground instead from the shot.Not too sure about PE applications.
I guess in that case it could work? It'd be the same as the car crash formula where you're not hurled into a wall.Basically instead of causing someone to fall normally from losing footing. It caused the person to slam to the ground instead from the shot.