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Getting Run Over

Lilybitdun

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How do you scale someone getting run over with them ending up underneath the vehicle and they tank it? Do they scale to the vehicle's KE or is it something else?
 
Nah, maybe some other force they scale to?
 
I forgot till now but I also wanted to ask what if someone survives a car crash, my particular example of the moving car hitting an idle car and it being halted, and they tank the crash without damage while still being in the car?
 
I forgot till now but I also wanted to ask what if someone survives a car crash, my particular example of the moving car hitting an idle car and it being halted, and they tank the crash without damage while still being in the car?
Inside the car is iffy as there are multiple safeguards to keep you safe inside.

Outside is a different ballgame. If you stop a charging car dead in its tracks or you tank being rammed by one into a solid wall then you more or less scale to its full value, but you're not getting anywhere near 9-A even in the fastest hypercars.

Otherwise, linear momentum is your best friend.
 
Inside the car is iffy as there are multiple safeguards to keep you safe inside.
To clarify for my example it's a character crashing a cybertruck into a car, so those safeguards don't really exist (those cars are death machines)

Also in the case being run over, would something like GPE of the vehicle work as the weight would be on top of the person?
 
How do you scale someone getting run over with them ending up underneath the vehicle and they tank it? Do they scale to the vehicle's KE or is it something else?
From what I understand this would be a friction based feat, idk how you calculate that but I do believe there's formulas out there. If there's anyone familiar with that stuff please help out
 
Friction alone ain't gonna be enough I feel, the sheer pressure and weight would also have to be taken into effect.
 
so a combination of friction, pressure, and weight would need to be factored?
 
Damn KLOL left you on delivered.
Friction alone ain't gonna be enough I feel, the sheer pressure and weight would also have to be taken into effect.
Friction ain't even a factor, or well, it ain't a big factor. I don't know why you'd assume friction would be meaningful when it happens over a fraction of a second.

It'd be the weight of the car, speed at which your hit, potential energy of the car, compression of the car, as the tires hit you the car moves down. Then you get some force, and through the distance moved, ie, the distance the compression of the car moving down gets you a value in joules.

I can potentially make a formula, I'll have to think.
 
If the weight was rested on the person or crushing them down, the mass would be key. If they were just stuck under the vehicle and being dragged on the ground that'd be more a matter of getting grated across the ground. The problem with that is that it basically functions like a cheese grater, with the person as the cheese and the ground as the grater. It does more damage over time rather than all at once.
 
Don't try to do it irl though
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If the weight was rested on the person or crushing them down, the mass would be key. If they were just stuck under the vehicle and being dragged on the ground that'd be more a matter of getting grated across the ground. The problem with that is that it basically functions like a cheese grater, with the person as the cheese and the ground as the grater. It does more damage over time rather than all at once.
So if for example:
A very fast steam train hits a person, pulling them underneath it and dragging the person along with the train for an extended period
 
Maybe it can be found doing something like -> find car's speed, find how long it takes for car to run them over, use the car's mass and find out the force applied to them within that timeframe.

Not sure if it's accurate like this though :d
I'm a little confused what you're suggesting here?
 
How do you scale someone getting run over with them ending up underneath the vehicle and they tank it? Do they scale to the vehicle's KE or is it something else?
Ig street level would be fine maybe street level+, but it widely depends on the weight of the veicle
 
Ig street level would be fine maybe street level+, but it widely depends on the weight of the veicle
that seems fine for when it's regular vehicles moving at regular speeds, but I was specifically looking for how to calculate specific cases

As in: abnormally sized vehicles, regular vehicles moving at abnormal speeds, or a combination of abnormally sized vehicles at abnormal speeds
 
that seems fine for when it's regular vehicles moving at regular speeds, but I was specifically looking for how to calculate specific cases

As in: abnormally sized vehicles, regular vehicles moving at abnormal speeds, or a combination of abnormally sized vehicles at abnormal speeds
If you are searching for like something that ig you shoud try to apply the square law for the area that is hit.

Not the greatest expert on it but i don't see how it couldn't work.
 
What answer are you looking for? Do you want a formula to be made?
 
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