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Official Calculations Discussion Thread

Yee I'm just dumb

so if for example speed of sound has moved x distince and something else moved x distance... How do I compare the speed of them in calculating?
You can find how much higher is the distance the character moves, lets say the sound moved 1m and the character 2m in the same timeframe, the character would be 2 times faster than the speed of sound,

another way is: find the distance the sound moved, do distance/speed so you can find the timeframe, after you find out the distance the character moved and do distance/timeframe and you get the Speed of the character
 
You can find how much higher is the distance the character moves, lets say the sound moved 1m and the character 2m in the same timeframe, the character would be 2 times faster than the speed of sound,
Yee how do I do that in calculation?

For example speed of sound (343 m / s) = 3.45424m and character = 5.54653m

how do I compare via calculating on how much faster the character is to the speed of sound?
 
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Yee how do I do that in calculation?

For example speed of sound (343 m / s) = 3.45424m and character = 5.54653m

how do I compare via calculating on how much faster the character is to the speed of sound?
well, you have the distance they both moved.
divide the distance moved by the character by the distance moved by sound and there you go.
 
well, you have the distance they both moved.
divide the distance moved by the character by the distance moved by sound and there you go.
Uhh so just like this?
3.45424/5.54653 = 0.6227749602 = 0.6227749602x speed of sound?

Or 5.54653/3.45424 = 1.60571645282 = 1.60571645282x speed of sound?
 
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I just want to know if the use of the voltage to Wattage calculation here is correct. With the current length being .07 meters, the volts being 30000, with the Ohm’s meter being 4.9e-8 for the current material being Tungsten.

To find Ohms you would multiply the Ohms/meter with the distance in meters, I will be using the electrodes inside the container instead of the whole thing which is (4.9e-8 * .07) = 3.43e-9 Ohms.

Then we find the Amps which is 30000 volts / 3.43e-9 Ohms = 8.7463557e+12 amps

Then we find the watts which is multiplying volts by amperes = 2.6239067055394E+17 watts = 2.6239067055394E+17 joules/seconds


Thoughts?
 
Yee how do I do that in calculation?

For example speed of sound (343 m / s) = 3.45424m and character = 5.54653m

how do I compare via calculating on how much faster the character is to the speed of sound?
Method 1:
5,54653(Distance Character moved) / 3,45424 (Distance Sound moved) = 1,605716452823197
343 (Known speed) x 1,605716452823197 = 550,7607433183566 m/s (Speed of the character)

Method 2:
3,45424 (Distance Sound moved) / 343 (Known Speed) = 0,0100706705539359 s (Timeframe)
5,54653 (Distance Character moved) / 0,0100706705539359 (Timeframe) = 550,7607433183544 m/s (Speed of the character)
 
Method 1:
5,54653(Distance Character moved) / 3,45424 (Distance Sound moved) = 1,605716452823197
343 (Known speed) x 1,605716452823197 = 550,7607433183566 m/s (Speed of the character)

Method 2:
3,45424 (Distance Sound moved) / 343 (Known Speed) = 0,0100706705539359 s (Timeframe)
5,54653 (Distance Character moved) / 0,0100706705539359 (Timeframe) = 550,7607433183544 m/s (Speed of the character)
Ohh damn, thank you very much 🙏
 
Hello. Can someone please calculate this. Its too much for me
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Shaking a planet consist of 6 Continents
 
If it's bulletproof just find the volume of the fragmented part and use 32,41 J/cc for Frag or 38,89 J/cc for Vfrag in the same way you would calc any other destruction feat, here's a calc I made about bulletproof glass.

If it's normal glass I'm worried even people IRL can destroy it and if they have any object, like an hammer or a pipe, even a normal human can easily destroy it, I remember a video I saw about a dude kicking the window of a car and he demolished it with one hit.
 
If a character disperses a large area of fog by splitting it apart, is it treated the same way a regular cloud calculation for moving clouds would be (KE)?

Also, what would be the viewing distance of the scene be to help determine the volume of fog? Or approach for angsizing if needed?

While I would assume the viewing distance would not be the standard 20 km since the characters themselves aren't nearly that far away from the door, the view does zoom very far away from the characters to show the full area of effect, which makes me confused on how to go about potential angsizing.
 
If a character disperses a large area of fog by splitting it apart, is it treated the same way a regular cloud calculation for moving clouds would be (KE)?

Also, what would be the viewing distance of the scene be to help determine the volume of fog? Or approach for angsizing if needed?

While I would assume the viewing distance would not be the standard 20 km since the characters themselves aren't nearly that far away from the door, the view does zoom very far away from the characters to show the full area of effect, which makes me confused on how to go about potential angsizing.
You probably would; but note that Fog is slightly less dense than clouds most of the time, being 0.45 g/m^2, as opposed to 0.5 g/m^2.
 
You probably would; but note that Fog is slightly less dense than clouds most of the time, being 0.45 g/m^2, as opposed to 0.5 g/m^2.
Oh yeah, that's fine. I saw the density on the Cloud Calculations page. Was just wondering if 'fog' would still be allowed since I wasn't sure it was a 'cloud type'

So I assume I would have to angsize the distance still then? Just referencing the size of the door and the characters all tiny from a distance?
 
Oh yeah, that's fine. I saw the density on the Cloud Calculations page. Was just wondering if 'fog' would still be allowed since I wasn't sure it was a 'cloud type'

So I assume I would have to angsize the distance still then? Just referencing the size of the door and the characters all tiny from a distance?
I believe so, yes.
 
Bit awkward, but in doing the calc, I realized I should have asked beforehand: As fog (stratus clouds), what should the thickness and height be?

Obviously on the Cloud Calculations page Stratus' thickness is just 'less than 1000m,' and as fog, I wasn't sure if it would still get the same height as average Stratus. Instead, I only assumed the general width in which the fog was dispersed for thickness of 130.37 m, and height of the frame (the fog is shown to go from the bottom to the top of the frame) for 68.99 m.
 
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Bit awkward, but in doing the calc, I realized I should have asked beforehand: As fog (stratus clouds), what should the thickness and height be?

Obviously on the Cloud Calculations page Stratus' thickness is just 'less than 1000m,' and as fog, I wasn't sure if it would still get the same height as average Stratus. Instead, I only assumed the general width in which the fog was dispersed for thickness of 130.37 m, and height of the frame (the fog is shown to go from the bottom to the top of the frame) for 68.99 m.
Bump? Ik for evals it's two weeks, but idk if that applies to the discussion thread.

Basically asking if there is average fog height/thickness I could reference for fog? (Cloud Calculations doesn't really give concrete height for fog, or thickness for stratus clouds as far as I can tell. Looking it up also doesn't return much).
 
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How do I calculate the yield of a 100m radius (near total fatality and damage to armored vehicles) explosion? The blast starts a few meters above ground and is non-nuclear.
 
How do I calculate the yield of a 100m radius (near total fatality and damage to armored vehicles) explosion? The blast starts a few meters above ground and is non-nuclear.
The vs wiki fandom has a page with a formula for an explosion.

Though depending on the destruction it causes, you could use the Inverse Square law.
 
Though depending on the destruction it causes, you could use the Inverse Square law.
It's from a game between robots fighting each other, a robot can create a 100m explosion that can damage robots within the radius.

I'm not sure how Inverse Square Law would work here given the damage is the same at 0m or 100m from the source.
 
Right according to this page a 100m radius explosion would be 8-B, but I would like to calculate it myself if possible.
It's from a game between robots fighting each other, a robot can create a 100m explosion that can damage robots within the radius.

I'm not sure how Inverse Square Law would work here given the damage is the same at 0m or 100m from the source.
Formula for explosions is here.


Can the explosion cause robots to explode or fragment? If so, you could still use ISL regardless.
 
Formula for explosions is here.


Can the explosion cause robots to explode or fragment? If so, you could still use ISL regardless.
Right so when robots are destroyed in the game they have a small explosion and some pieces of their hull and weapons comes off. I dunno if that qualifies as fragmentation. Death animation is the same whether it's destroyed by regular weapons, enviromental hazards, or explosions.


Here's a YouTube video as an example.
 
Right so when robots are destroyed in the game they have a small explosion and some pieces of their hull and weapons comes off. I dunno if that qualifies as fragmentation. Death animation is the same whether it's destroyed by regular weapons, enviromental hazards, or explosions.


Here's a YouTube video as an example.

Holy shit Walking War Robots?

Damn it's been forever since I've even seen gameplay of it
 
Right so when robots are destroyed in the game they have a small explosion and some pieces of their hull and weapons comes off. I dunno if that qualifies as fragmentation. Death animation is the same whether it's destroyed by regular weapons, enviromental hazards, or explosions.


Here's a YouTube video as an example.

Not fragmentation, but you could:

1. Calc the size of the explosion when a robot dies
2. Get the surface area of one of the robots
3. Get the surface area of the explosion (Easy to find that)
4. Use ISL (Explosion SA/Robot SA)*Yield of a robot exploding upon death = Explosion's energy
 
Not fragmentation, but you could:

1. Calc the size of the explosion when a robot dies
2. Get the surface area of one of the robots
3. Get the surface area of the explosion (Easy to find that)
4. Use ISL (Explosion SA/Robot SA)*Yield of a robot exploding upon death = Explosion's energy
Right I'll try this.

A Seraph (one of the robots) has a height of 15.3 meters with no weapons. It does look somewhat humanoid, so to determine it's SA I'll compare it to the SA of a normal human.

Average SA of a male human: 1.9 m^2
Average height of a male human: 1.76 m
Seraph SA rough estimation: ((15.3/1,76)^2)*1.9
= 143,585 m^2

Shell's explosion SA: 125664 m^2

The death explosion diameter seems to be as large as the Seraph itself. So to find the radius I simply have to divide Seraph's height by two. 7,65m. This is 9-A according to this so as a lowball I use Baseline 9-A value of 0.005 tons.

(125664/143,585)*0,005 = 4.376 Tons of TNT (Large Building Level)
 
Right I'll try this.

A Seraph (one of the robots) has a height of 15.3 meters with no weapons. It does look somewhat humanoid, so to determine it's SA I'll compare it to the SA of a normal human.

Average SA of a male human: 1.9 m^2
Average height of a male human: 1.76 m
Seraph SA rough estimation: ((15.3/1,76)^2)*1.9
= 143,585 m^2

Shell's explosion SA: 125664 m^2

The death explosion diameter seems to be as large as the Seraph itself. So to find the radius I simply have to divide Seraph's height by two. 7,65m. This is 9-A according to this so as a lowball I use Baseline 9-A value of 0.005 tons.

(125664/143,585)*0,005 = 4.376 Tons of TNT (Large Building Level)
Yeah, that'd be right but... is the explosion spherical or hemispherical? You'd also prolly get better results calc'ing the explosion yourself instead of using baseline methinks.

7.65^3*((27136*1.37895+8649)^(1/2)/13568-93/13568)^2 = 0.0359807176 Tons

(125664/143.585)*0.0359807176 = 31.489925107 Tons

Tho in this case, just using the explosion formula gives better results... huh

100^3*((27136*1.37895+8649)^(1/2)/13568-93/13568)^2 = 80.3684356986

Though if they destroy any notable volumes with the explosion, it'd prolly be better than the explosion formula.
 
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