- 1,024
- 1,092
Introduction
This will be for kind of feats where character causes an air attack with punch, finger flicking, sword slash, etc.
Since KE of object causing this attack is greater, we can upscale it knowing energy of air attack.
Assumption
While it's hard to find how much part was transferred, we can lowball things. For example, air's KE physically can't be more than lost KE due to air resistance. So we'll assume them being equal.
That'll be lowball since we're trying to find object's KE knowing air's, so taking air KE as maximum gives us a lower bound (the greater part of initial KE air has, lower the result).
Formula
Values:
Density of air(ρ), cross sectional area of object(A), drag coefficient(Cd), distance(d), mass of object(M), speed of object(v)
Air resistance =
0.5 * ρ * A * Cd * v^2
Energy loss =
0.5 * ρ * A * Cd * v^2 * d
So here ρ * A * d is whole displaced/interacted air mass, and ρ * A * d * Cd (let's call that m) is effective resisting mass, the part of mass that actually effectively resists the object.
KE = 0.5 M * v^2
KE / energy loss = M / m
Then:
KE = energy loss(air KE) * M / m
For potential questions:
What about feats where such destruction needs relativistic speeds and thus relativistic KE formula?
That won't affect the method since both formulas will be affected in the same way. Only thing that matters for their ratio is energy being proportional to mass at constant speed. Method itself doesn't rely on speed since they'll share same speed after momentum transfer.
So ratio of their individual energies will be equal to ratio of their masses regardless of how energy behaves compared to speed at that level.
To put it simply, the work done by air resistance corresponds to the kinetic energy that the air would gain in a scenario of perfect transfer (which is the assumption we made in the beginning, even though in reality, it's only a fraction) so:
(γ-1) * M * c^2 / (γ-1) * m * c^2 = M/m
Will every feat fit?
If feat is done through physical force, yes. However if feat is portrayed as a kind of "ability", like character doing this with some air manipulation or something similar, method will not work. Factors like those should be taken into consideration.
Conclusion
Formula = E * M / (ρ * A * d * Cd)
This will be for kind of feats where character causes an air attack with punch, finger flicking, sword slash, etc.
Since KE of object causing this attack is greater, we can upscale it knowing energy of air attack.
Assumption
While it's hard to find how much part was transferred, we can lowball things. For example, air's KE physically can't be more than lost KE due to air resistance. So we'll assume them being equal.
That'll be lowball since we're trying to find object's KE knowing air's, so taking air KE as maximum gives us a lower bound (the greater part of initial KE air has, lower the result).
Formula
Values:
Density of air(ρ), cross sectional area of object(A), drag coefficient(Cd), distance(d), mass of object(M), speed of object(v)
Air resistance =
0.5 * ρ * A * Cd * v^2
Energy loss =
0.5 * ρ * A * Cd * v^2 * d
So here ρ * A * d is whole displaced/interacted air mass, and ρ * A * d * Cd (let's call that m) is effective resisting mass, the part of mass that actually effectively resists the object.
KE = 0.5 M * v^2
KE / energy loss = M / m
Then:
KE = energy loss(air KE) * M / m
For potential questions:
What about feats where such destruction needs relativistic speeds and thus relativistic KE formula?
That won't affect the method since both formulas will be affected in the same way. Only thing that matters for their ratio is energy being proportional to mass at constant speed. Method itself doesn't rely on speed since they'll share same speed after momentum transfer.
So ratio of their individual energies will be equal to ratio of their masses regardless of how energy behaves compared to speed at that level.
To put it simply, the work done by air resistance corresponds to the kinetic energy that the air would gain in a scenario of perfect transfer (which is the assumption we made in the beginning, even though in reality, it's only a fraction) so:
(γ-1) * M * c^2 / (γ-1) * m * c^2 = M/m
Will every feat fit?
If feat is done through physical force, yes. However if feat is portrayed as a kind of "ability", like character doing this with some air manipulation or something similar, method will not work. Factors like those should be taken into consideration.
Conclusion
Formula = E * M / (ρ * A * d * Cd)