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I think i'll have to get something for a verse recalced.
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Sweet.Actually... If an attack created shock waves that traverses a said distance of a period of time, the speed of the shockwaves propagated by characters' attacks have to be proportionate in speed to the attack themselves, and therefore can be scaled to their combat and reaction speeds.
The better question is: how to differentiate it.Sweet.
But how do you calc it? Especially in outer space?
I wonder if this can be also used for a scenario when say 2 fictional characters fight in the sky of our real Pluto and a shockwave is created that does not destroy anything but even we at our real earth can feel a Richter Magnitude 1 earthquake. Like 1 second from the quake happens at near Pluto.If the shockwave destroys some stuff then Inverse Square Law can be used
I mean, a not so strong explosion creates a shockwave that only diminishes to Richter Magnitude 1 when reaching Earth from Pluto. (I may make up another case where a stronger explosion creates a shockwave that diminishes to Richter Magnitude 5 at Earth when reaching Earth from Pluto.it'd be the area of the affected area aka the place where it occurs. Seems really impossible for a Magnitude 1 earthquake to affect the Earth
I mean, the issue isn't so much about the durability required to tank the explosion diminishing the further one is away from the epicenter as it is about getting a speed of the shockwave and the actual strength caused by shockwaves that aren't exactly explosions but still send cars flying into the air and so on.I mean, a not so strong explosion creates a shockwave that only diminishes to Richter Magnitude 1 when reaching Earth from Pluto. (I may make up another case where a stronger explosion creates a shockwave that diminishes to Richter Magnitude 5 at Earth when reaching Earth from Pluto.
As one explosion happens, a character's proven durability required to tank the explosion diminishes the further away he/she/it/they gets from the epicenter of an explosion.
I wonder: if the shockwaves somehow make the car fly by say 2 meter upward, can the PE gain by the car be calculated, then calculate the surface area of the car facing the shockwave and back deduce the shockwave AP at the epicenter.I mean, the issue isn't so much about the durability required to tank the explosion diminishing the further one is away from the epicenter as it is about getting a speed of the shockwave and the actual strength caused by shockwaves that aren't exactly explosions but still send cars flying into the air and so on.
You're so lucky, this was about to be necro'd tomorrowSo what's the final formula to calculate the energy of shockwaves?
Long story short, sadly, no. Would be great if we could get a formula for clapping car cheeks away via air shockwaves tho.So what's the final formula to calculate the energy of shockwaves?
What part of this you didn't understandI think using explosion formulas usually makes more sense than this. It's the same application case (all our explosion calcs are shockwave calcs), but they usually are build using better data.
Well ****What part of this you didn't understand
Noted, thank you ^^You can use the normal explosion formula for shockwaves. I don't know why people ignored DT's comment about that.
Yeah but that one's restricted ICBM-level explosions and above, as in, said explosions qualify for the formula only when they are shown to exceed 13 km/s, like your thread says.We do have another explosion formula that has been accepted, Cook’s Formula, to spice things up.
Cooks formula should be added to the Explosion Yield Calculations pageWe do have another explosion formula that has been accepted, Cook’s Formula, to spice things up.
Hello. After months using this new method, it's time to put some limits, as the title says. The formula is
(Density of Air/Time^2)*(Radius of Blast Wave/Ratio of Specific Heat of Air)^5
This formila is used to calculate shockwave of explosions or even physical attacks that caused a shockwave. But some people are abusing. Exaple: Attack is X, then you calc the shockwave and get 2X. It doesn't make any sense for the shockwave being stronger than the attack itself. This should be a good point to consider after calculating feats with this formula. And we should understand wich shockwaves should be calculated, originated by explosions only or literally all
If the shockwave is conical, does it still use its radius? And use m or cm?Hello. After months using this new method, it's time to put some limits, as the title says. The formula is
(Density of Air/Time^2)*(Radius of Blast Wave/Ratio of Specific Heat of Air)^5
This formila is used to calculate shockwave of explosions or even physical attacks that caused a shockwave. But some people are abusing. Exaple: Attack is X, then you calc the shockwave and get 2X. It doesn't make any sense for the shockwave being stronger than the attack itself. This should be a good point to consider after calculating feats with this formula. And we should understand wich shockwaves should be calculated, originated by explosions only or literally all.