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No. A bullet displaying above-normal speed is the exception not the standard.Tivanenk said:True. But this alone debunks practically all of the calcs except for the railgun one.
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No. A bullet displaying above-normal speed is the exception not the standard.Tivanenk said:True. But this alone debunks practically all of the calcs except for the railgun one.
He literally did not scale anything at all and took every single value from Vivi's calc, it is functionally identical to Vivi's except the only difference is the missile's speed.Matthew Schroeder said:No offense, but it's just standard assumptions that were made. You may argue about Vivi's, but that one isn't fully made-up.
When Raiden lands on a missile it stops moving, or at least slows considerably. We can measure how far the non-touched missiles are moving per frame by how far that missile moved side-by-side compared to the one Raiden is standing on. The frame I pulled has very minimal camera movement, if any at all, so the margin for error here is low.Tivanenk said:I just realized. You scaled off the wrong missile. You scaled from the closest missile which is not side by side with the missile that Raiden jumped off, but rather above and close to the screen. Which makes a huge difference when there is a change in perspective (the screen shifts upwards).
Since when has that been a rule?Tivanenk said:Sorry, but that is more evidence that you should scale from that missile. You need to scale from interacted objects first and fore most, not background objects.
It is common sense. Interacted objects are the primary focus of concern in this situation. Background objects have secondary priority.LordXcano said:Since when has that been a rule?Tivanenk said:Sorry, but that is more evidence that you should scale from that missile. You need to scale from interacted objects first and fore most, not background objects.
Okay, but when a missile is moving at the speed I measured and then slows dramatically when Raiden lands on it that likely means Raiden is "weighing it down" and therefore the non-interacted missiles are moving at their real 320 m/s speed.Tivanenk said:It is common sense. Interacted objects are the primary focus of concern in this situation. Background objects have secondary priority.
If this is true than the entire thread gets thrown of the window...Tivanenk said:I just realized. You scaled off the wrong missile. You scaled from the closest missile which is not side by side with the missile that Raiden jumped off, but rather above and close to the screen. Which makes a huge difference when there is a change in perspective (the screen shifts upwards).
Except when I look at the pictures you yourself posted, the missile slowed down even before Raiden landed on it at all. It slowed down as soon as he jumped. What does this mean? Cinematic effects. It shows how fast Raiden is jumping that the missile barely moves at all. The reason why the other missiles don't slow down is because they are not part of the interacted objects, they are the background.LordXcano said:Okay, but when a missile is moving at the speed I measured and then slows dramatically when Raiden lands on it that likely means Raiden is "weighing it down" and therefore the non-interacted missiles are moving at their real 320 m/s speed.Tivanenk said:It is common sense. Interacted objects are the primary focus of concern in this situation. Background objects have secondary priority.
Ask him what "reliable source" he used, lolLina Shields said:I have replied to the Snake dodges a railgun. Calc looks solid, although there is a minor adjustment you need to make.
Edit: I have also replied to the Raiden Missile hopping calculation. The results, you will see when you get there.
ALSO!
I have PM'd Endless Mike about the speed of electricity in air being 60km/s, and he replied that he got it from "a reliable source", but he did not post the actual source. As such, if there is no valid source for the speed, we will go with LordX's calculation for Ocelot's speed.
Thebluedash said:No, that's how things work here. Yes, of course the guns move at that speed. But when we calc we can't assume the gun is that speed. That is the definition of calc stacking.
EX -
Bass is hypersonic.
This bullet is faster than him.
Someone dodges it.
If I assume the bullet was hypersonic here for the calc. It wouldn't be accepted.
Have you gotten a response?Lina Shields said:I have asked him. He told me to ask another user named Willyvereb, so I have PM'd him instead.
Anyways, in the worst case scenario, we will go with LordX's version, and even that may be an outlier because apparently Raiden's jumping speed is barely over Mach 1.
http://onlinelibrary.wiley.com/doi/10.1029/2001GL013170/pdfLina Shields said:I have asked him. He told me to ask another user named Willyvereb, so I have PM'd him instead.
Anyways, in the worst case scenario, we will go with LordX's version, and even that may be an outlier because apparently Raiden's jumping speed is barely over Mach 1.
Thebluedash said:No, that's how things work here. Yes, of course the guns move at that speed. But when we calc we can't assume the gun is that speed. That is the definition of calc stacking. Example:
If I assume the bullet was hypersonic here for the calc. It wouldn't be accepted.
- Bass is hypersonic.
- This bullet is faster than him.
- Someone dodges it.
1. I added one of the Gray Fox calcs to the OPLina Shields said:
- The issue with example is that we have an actual set speed for the muzzle velocity of the gun that Revolver Ocelot uses, which is this gu here. It is the same reason why we use 440,000m/s for the speed of lightning, as that is a set speed for it (meaning it does not change).
- However, in your example, if the bullet manages to actually outpace Bass, who can move at Hypersonic speeds, both the bullet and the person who dodged the bullet would have Hypersonic speed via scaling (unless there was a set speed for that bullet beforehand).