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How are forces transferred in KSP?


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I made this equation:


1000*V^2*M
X = --------------
2000*T

Where X is the minimum distance required for a projectile of mass M(tons) and thrust T(Kilonewtons) to destroy a part of impact tolerance V(m/s).

Would this actually work? How does an impact transfer to the surrounding parts? (I.E. through structural girders or struts)


V^2*M
X = ---------
2*T

This is what it looks like when T is in newtons and M in kilograms, if the other was confusing.

(I was doing this for the Naval Battle Club thread, BTW, just in case you were wondering :wink:)

EDIT:


V^2 = V0^2 + 2A(X-X0)

--Remove Zeros--

V^2 = 2A(X)

--Solve for X--

V^2
X = --------
2A


F = MA
F is Newtons, Rocket Thrust is Kilonewtons. I think this works if you were to put in the A as the velocity at impact, right? I mean, it's basically going from X meters per second to 0. Right?!?

F
A = ---
M

X = (V^2)
-------
2* F
---
M

X = V^2*M
--------
2A

Edited by Starwhip
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Hands up if you don't know the answer exactly (*raises hand*).

I'm not sure what exactly the question is that you're asking. Are you trying to calculate how collision force is distributed between 2 parts that hit each other, or is this a question about how parts in a structure absorb impacting force through the structure's elasticity?

Assuming the former, I would guess that KSP will ignore the first law of thermodynamics when it comes to destroying parts, and that the energy necessary to decelerate Part A's mass (Part A being that with the lower impact tolerance) from it's impact velocity to 0m/s will simply be removed from the equation along with the part. The rest of the impact force will be applied to Part B, and if that force applied to Part B's mass exceeds Part B's impact tolerance then Part B is also destroyed. Otherwise Part B converts the impact force to Velocity and pings off into the distance.

Is that making any kind of sense?

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@The_Rocketeer: Yes, it is. I'm not sure either, that's why I was asking around. It seems as if the way you described it is the way that the game would work... but I didn't make the game, so I wouldn't know.

Explosions have an "awesomeness" factor built-in, as shown on the ALT-F12 logs. Of course, I have no idea how this is derived but it appears to affect "splash damage" to nearby parts.

From experiments with destroying KSC buildings, it appears that mass is WAY more important that velocity in term of inflicting damage, which is the opposite of the expected result from the equation Ek = 1/2 * m * v^2.

An equally important but often ignored item in this regard is the total absence of radiated heat in KSP. In KSP, heat only moves via highly abstractied conduction with convection and radiation being completely ignored. Given there's little or no convective heat transfer in space, I can deal with that part. But radiant heat is even more of a factor in vacuum than in an atmosphere, which has serious implications for all outrigger engines and especially tractor (as opposed to pusher) engine configurations.

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