Re: Hay guise i'm finding sense in Sharpness.
EDIT-
If you want the shortest version possible, I made a summary post below.Code:
(1/(mass*velocity))*integrity = integrity/(mass*velocity) = sharpness
because
(1/5)*5 = 5/5
or
(1/16)5 = 5/16
This is very
very old information, and If I recall correctly it was in Materials.ini since, almost forever. I'm not disputing the accuracy of this formula in any way but i'd like to point out that
there's a way to simplify it.Code:
I/MV = S
Multiply by MV on both sides
I = MVS
If Mass times velocity times sharpness is greater than integrity, it will penetrate, and lose velocity.
Yes, this math works, and yes, there is math to figure out how much velocity is lost from the integrity.
Code:
MSV = Force, or F
F - Integrity = X
X/M/S = new velocity, represented by Y
MSV = F
F-I = X
X/M/S = Y
MSY = F-I
and in English.
Mass x velocity x sharpness = total force
total force - integrity = the variable X
X divided by mass divided by sharpness = the new velocity
New velocity x mass x sharpness = Old force - integrity.
I'm pretty sure I have this right, Please correct me if I'm wrong.
EDIT- I Figured out what force sharpness is representative of!I am sorry it is formatted so badly, I'm having a hard time wording this.
So, If you have enough force, in mass and velocity alone, to destroy 1 pixel of terrain, when you have a sharpness of 1, then with a sharpness of 2, you will destroy 2 pixels, a sharpness of 4, will destroy 4 pixels, that is, X sharpness per X pixels. The only time this is inaccurate is when gravity, and wind resistance reduce velocity. I figured out why.
If 20 pixels, is = to 1 meter, then 1 pixel is 1/20 of a meter, or 5 cm, or 1.96850394 inches
A Particle with a sharpness of 1, has a surface-contact area, fixed to 1 pixel, or 1/20 of a meter, or 5cm, etc etc.
1 particle is ALWAYS displayed as 1 pixel in size because you can't draw half a pixel, BUT for the sake of PHYSICS, at 5CM per pixel, you CAN have 2.5 cm, but it would be drawn at 5cm.
Surface area of a particle = 1 / sharpness
If you have the newtons to destroy a 5cm by 5cm space, but only have 2.5cm of surface area, you will destroy a 2.5 cm by 10cm area, which means 1/2 of 2 pixels, destroying 2 pixels of terrain, because: you can not destroy 1/2 of a pixel of terrain, If the force is sufficient to pierce the pixel entirely through, then the pixel is still destroyed.
If you have a sharpness of 20, then you have a particle 1/20th of a pixel in size, and will create a 1/20 by 20 hole, (the same as volume as a 1x1 hole) but destroying 1/20 of a pixel, still destroys the entire pixel, so a 1/20 by 20 hole, is represented in game as a 1 by 20 hole, having destroyed 20 times the appropriate volume of terrain.
If you have a enough newtons of force to destroy 1 square pixel (5cm by 5cm) but a sharpness equivalent of being only 1 nanometer in size, (1.0 × 10^-7 cm, or 0.0000001cm) then it will penetrate an some huge number of pixels, with a 0.0000001cm wide hole, which a 0.0000001cm wide hole in 5cm, still destroys 5cm in CC.
However a 0.0000001cm hole in a 5cm by 5cm square, is still a hole in 1 pixel, and therefor the pixel is still destroyed.
In a nutshell, this is why sharpness acts so wacky, it is how many fractions of a pixel, that a particle is. it is the surface area. Code:
a sharpness of 1 is a 5cm wide bullet. 1.968 caliber, which does not exist. thats a brick, almost 2" diameter bullet?
3.93~ sharpness is 0.50 caliber (1.27 cm)
8.9477~ sharpness = .22 caliber (0.5588 cm)
because 20 pixels is 1 meter, 1 pixel is 5 cm, and particles are 1/sharpness pixels in size.