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Editing v0.34:Material science
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[[Material|Materials]] have a number of properties representing real world variables that describe how they respond to inputs. In particular, the game now has a number of variables that describe what happens to a material when it's put under stress. | [[Material|Materials]] have a number of properties representing real world variables that describe how they respond to inputs. In particular, the game now has a number of variables that describe what happens to a material when it's put under stress. | ||
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The first set of words are things like Impact, Bending, and so forth. These describe modes of applying force. | The first set of words are things like Impact, Bending, and so forth. These describe modes of applying force. | ||
− | The following explanations assumes real world physics sort of apply (since [[Main:Toady One|Toady One]] chose real world properties) | + | The following explanations assumes real world physics sort of apply (since [[Main:Toady One|Toady One]] chose real world properties). |
===Mechanical Performance Properties=== | ===Mechanical Performance Properties=== | ||
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Bending: Force applied by bending a material. | Bending: Force applied by bending a material. | ||
+ | |||
+ | ===Hypotheses based on Real World=== | ||
+ | *High strain at yield should reduce the effectiveness of a weapon. (the more it deforms, the longer it takes to break contact with the struck surface and thus the more inelastic the collision is). | ||
+ | *High strain at yield should be good for armor, because it decreases the force transferred by a weapon (to a point - it can't be so inelastic as to render the armor useless!) | ||
==Effects on Combat== | ==Effects on Combat== | ||
− | + | Dwarf Fortress only features a limited combat system. Item decay does not seem to be simulated properly at all, so the hypotheses are largely incorrect. | |
− | The mechanics governing how material properties impact the protection armor provides against projectiles have been | + | The mechanics governing how material properties impact the protection armor provides against projectiles have been studied reasonably carefully, and are described below. Armor protection from melee weapons has not been studied in detail, although it likely shares many similarities with ranged weapons. |
===Projectile Properties=== | ===Projectile Properties=== | ||
− | The main factor determining if a projectile penetrates armor is its momentum. Material properties of the bolt/arrow (except for IMPACT_YIELD, which will be described below), as well as bolt quality and marksdwarf/archer skills do not appear to matter | + | The main factor determining if a projectile penetrates armor is its momentum. Material properties of the bolt/arrow (except for IMPACT_YIELD, which will be described below), as well as bolt quality and marksdwarf/archer skills do not appear to matter. Dwarven weapons launch projectiles with roughly constant momentum. However rounding of projectile masses can result in some very strange behavior. The complete calculation used to determine projectile momentum is as follows: |
*Find the mass of your projectile. Mass=SOLID_DENSITY*SIZE/1,000,000. | *Find the mass of your projectile. Mass=SOLID_DENSITY*SIZE/1,000,000. | ||
*Floor that number to an integer. | *Floor that number to an integer. | ||
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===Interactions Between Projectiles and Armor=== | ===Interactions Between Projectiles and Armor=== | ||
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When a projectile strikes armor, there are several possible outcomes: | When a projectile strikes armor, there are several possible outcomes: | ||
*Conversion of edged damage to blunt damage (chain mail does this). | *Conversion of edged damage to blunt damage (chain mail does this). | ||
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*The armor absorbs all or part of the force of the blow. | *The armor absorbs all or part of the force of the blow. | ||
*The armor is fractured and does nothing to stop the projectile. | *The armor is fractured and does nothing to stop the projectile. | ||
− | For armor to be at all effective at stopping projectiles, the armor material must have SHEAR_YIELD and/or SHEAR_FRACTURE greater than or equal to the projectile material. Otherwise, the projectile just cuts through the armor like it isn’t there. Additionally, the IMPACT_FRACTURE of the armor must be large relative to the projectile momentum, or the armor fractures and the projectile passes through without slowing down significantly (this happens for metal bolts against | + | For armor to be at all effective at stopping projectiles, the armor material must have SHEAR_YIELD and/or SHEAR_FRACTURE greater than or equal to the projectile material. Otherwise, the projectile just cuts through the armor like it isn’t there. Additionally, the IMPACT_FRACTURE of the armor must be large relative to the projectile momentum, or the armor fractures and the projectile passes through without slowing down significantly (this happens for all metal bolts against plate armor in the current version). |
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{{Category|Materials|*}} | {{Category|Materials|*}} |