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E=MC^2 ? wtf??
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<blockquote data-quote="kigmatzomat" data-source="post: 8720700" data-attributes="member: 9254"><p>Nah, the connection to the ground isn't a pinned connection, its a friction contact patch.</p><p></p><p>F=Ma is pretty easy to measure these days because we can capture F and a with sensors to back into the applicable M. Although this is force when in reality we probably want kinetic energy.</p><p></p><p>From memory, KE=E * sin(⊙)(FM'ad + 0.5*M"v^2), with a ceiling of the lowe of uN and the breaking point of the limb in question.</p><p></p><p>The E portion is the elasticity of the contact surfaces, ⊙ is the angle of impact, FMad is Force of punch, M' is the mass of of body in punch,a is acceleration of punch and d distance accelerated. The v is the relative velocity of the two bodies, with M" being the total mass of the punch-er. </p><p></p><p>Force in excess of ground friction (uN) is split between accelerating the puncher and adding force to the punch-ee. Although if at any time the breaking point of the limb is exceeded, that energy is mostly spent on the arm, although in most cases the target will suffer comparable failures. The general incompressibility of liquids should eliminate the need to calculate deformation distances. </p><p></p><p>Given the number of variables that are situational plus most creatures' innate ability to use natural weapons correctly, a typical punch force that adequately represents combat situations should be pretty easy to back into, with a ceiling for maximum applicable force under extreme situations (i.e. punching a target falling towards you.)</p><p></p><p>Dang, been a long time since I set up a dynamics formula. I will have to check later to see how close this is to my text books.</p></blockquote><p></p>
[QUOTE="kigmatzomat, post: 8720700, member: 9254"] Nah, the connection to the ground isn't a pinned connection, its a friction contact patch. F=Ma is pretty easy to measure these days because we can capture F and a with sensors to back into the applicable M. Although this is force when in reality we probably want kinetic energy. From memory, KE=E * sin(⊙)(FM'ad + 0.5*M"v^2), with a ceiling of the lowe of uN and the breaking point of the limb in question. The E portion is the elasticity of the contact surfaces, ⊙ is the angle of impact, FMad is Force of punch, M' is the mass of of body in punch,a is acceleration of punch and d distance accelerated. The v is the relative velocity of the two bodies, with M" being the total mass of the punch-er. Force in excess of ground friction (uN) is split between accelerating the puncher and adding force to the punch-ee. Although if at any time the breaking point of the limb is exceeded, that energy is mostly spent on the arm, although in most cases the target will suffer comparable failures. The general incompressibility of liquids should eliminate the need to calculate deformation distances. Given the number of variables that are situational plus most creatures' innate ability to use natural weapons correctly, a typical punch force that adequately represents combat situations should be pretty easy to back into, with a ceiling for maximum applicable force under extreme situations (i.e. punching a target falling towards you.) Dang, been a long time since I set up a dynamics formula. I will have to check later to see how close this is to my text books. [/QUOTE]
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