PainRack wrote:???? Insofar as I know, the "realism" in tabletop games comes from non hexed based maps, similar to those used in WH40k. Its interesting to note that Battletech itself has a variant played on this, although for ease of simplicity, most games still take place on traditional maps.
WH40K states quite clearly that the ranges on the tabletop game are not the actual ranges of the weapons. However we have been able to get much better numbers from the fluff of WH40k than we have from BTech. With a hex map, you can easily abstract distances, and nothing is considered to be "scale". Every hex could easily be 500 meters and the game would not really suffer adversely from that fact. You can also easily stack units in the same hex if it would make sense to do so.
You know, we been through this before. This argument of "weakness" arises solely from a non technical examination of Battletech, as well as quoting various novel quotes that in comparison to the bulk of evidence, can be considered as outlier points. Indeed, the only real "problem" would be the wham bang exploding mek reactor, in which game fluff explictly states that the novel fluff is wrong, mech reactors do not go boom unless the mechwarriors deliberately sucides and set his reactor to overload.Reactors overheating merely result in the loss of power and an emergency restart.
Yes, we have been through it before, and every time I bring it up you quietly slink away, only to post in this thread a few months later. I am frankly appalled that you consider the analysis of round density to be "non technical". It's sure as shooting more technical than cherry-picking data that supports your argument while clapping your hands over your ears ignoring the stuff that destroys it. But then you didn't even bother to attack the arguments of water cannon AC/20's and vapor spewing machineguns that destroy armor that supposedly could resist a MBT's main cannon without a scratch is just plain silly. Or the idea that a 114kg projectile at Mach 5.5 could hit a mech, bounce off the armor, and leave the mech standing is even sillier.
That is nothing new. Apart from the big movie/tv science fiction franchises,most other science fiction universes are unclear to canonicity, especially game based universes. Starcraft is a relatively good example.
In Starcraft, at the very least, one can refer to the cutscenes and the novels for better information. However, the fluff in BTech and the Novels all tend to contradict each other, so there is no clear line of canon to choose from. When one book says that a laser had to be overpowered to light a wooden house on fire, and another one says that a glancing hit incinerated a tree, you can't pick and choose whichever one suits you best, no matter how much you'd like to. The best you can do is assign an upper and lower limit and hope for the best.
However, we do have an idea of canonicity and in terms of technical details, it has been said that game fluff> all, or I should state that Fanpro takes this stand. The problem solely rests in whether novel fluff>>> game mechanics.
And of course, if a novel was written using game mechanics as a limit for what could be done, it rather screws the pooch on the whole thing.
Oh? Pray tell where have I cherry picked ANY data.
ALL of it. Tell me, where have you posted a quote stating the LOW end of the spectrum? Low ranges that we would see in the game mechanics, lasers barely able to burn through cardboard, missiles with anemic payloads, cannons with low recoil, and all that stuff? Nope, it's all been the best, high-end information you could find. That is what we call "cherry picking". If you intended this thread to find the high and low ends of Battletech for a clear and complete analysis of the setting, you have failed.
I have consistently taken data from the HIGHEST canon source available, that is, game fluff. While I have posted the novel source about laser rifles, I have also noted that this is an outlier position in prior threads.
I have consistently used the updated Errata, so as to include the updated information used. I have posted information deleterious to battletech, in particular the Conventry Artillery.
You sir, are arguing from a biased position. Since this thread is meant for pure technical discussion, I refuse to address any of your bias from here hence forth.
Wah wah wah! I don't like that you're calling me on my bullshit so I'm not talking to you anymore, you big meanie!
I call 'em like I see 'em. If you don't like it, too bad.
If you wish to post technical discussion, in particular, cardboard" lasers and the like, feel free to do so.
SOD merely requires one to build an internally consistent universe, it does not require one to build a distorted one. That is the purpose of this thread and any technical/political discussion I have talked about Btech. I have never taken a maximalist position. While I have chosen to override information based on game fluff, I do this purely because canonicity states that game fluff> mechanics.
Every equation I have done on this subject includes a high end and a low end, and neither set is terribly flattering to BTech, and only shows how the creators and the writers never gave any thought to back of the envelope calculations.
Remember, however, that SOD also requires that we use what the writers give us, and follow the line of canon. There is no clear line of canon in BTech, and a lot of what the writers give us is crap (re: Mackie Trial). There is literally no way to reconcile the following:
-Merkava Main Cannon doing no damage to old 'Mech armor
-AC/20's causing 'Mechs tremendous damage and causing them to fall over
-Gauss Rifles causing less damage than AC/20's, not causing knockdown or knockback (remember, 114kg accelerates a 100-ton mech over 200kph).
-~20mm MG arrays eating up armor that could not be scratched by a much larger weapon
-"Missiles" that are glorified rockets that get by on numbers instead of increased payloads
And of course, there's still no real reason that Tanks should be left to the wayside, save for the "ZOMG 'Mechs" part of the game, but that's an entire thread on its own.
Oh, and as for bias, guess what sparky? Doesn't matter. You can't ignore my arguments or my data by screaming "ZOMG BIAS". Deal with it.
But hey, because you asked for my own technical data, here it is, again. This is largely cut-and-pasted because I don't feel an overwhelming need to make it look prettier, and it's all been done before:
Assuming a mere 10% of the total mass of an ammo box in BTech consists of loading mechanisms and structure, we're still left with the fact that less than 50% of the shells are, in fact, the projectile. Using the caseless ammunition as a model, removing the cases from the equation reduces mass and size enough to fit twice as much ammo in the box with no change in mass. Add to that the fact that there still has to be significant powder charge behind the projectile, and, well. Assuming another mere 10% remaining mass in powder, that leaves the projectile with
1000*0.9 = 900 (total mass of projectiles after removing loading gear)
900/2 = 450 (total mass of projectiles after removing casing)
450/5 = 90 (total mass of one "burst")
90*0.9 = 81 (total mass of one "burst" after removing propellant)
81/10 = 8.1 (total mass of a single projectile)
8.1 kg for a single, 200mm projectile. Take in mind this is assuming only 5% of the mass of the total shell is made up of propellant.
Assuming this is a 200mm cube (which it's not, but makes for an easier analysis, and is generous to the BTech side as a shell would tend to be much longer than it is wide), this gives us a density of 1012.5 kg/m^3. Right between water and sea water (1000 and 1025, respectively).
Even assuming 100% of each shell's mass is included in the projectile, this gives us 20kg to work with. The density of the projectile is 2500 kg/m^2. This is slightly less dense than aluminum. Iron has a density of 7870.
Assuming one shot instead of a burst, but still assuming we lose weight for reasonable purposes gives us 81kg. This gives the cube a density of 10125 kg/m^3. This is much more reasonable, and gives us a density which is considerably greater than iron, but still less than that of silver (or lead).
Assuming one shot of the full 200kg, we have a density of 25000 kg/m^3, which is denser than the most dense than iridium (which is far denser than Uranium).
Take in mind, of course, that these densities are all greater than what would normally be expected from a properly shaped shell. If the first example is true, that's a pretty bad sign.
By the way, AC/2 rounds, assuming 50mm is the average, work out as such:
Maximum value:
1000/45 = 22.2
22.2/10 = 2.22
2.22/0.05^3 = 17760 (a good number, but assumes 100% of the shell, including casing, loading mechanism, and propellent are included in the mass)
Realistic value, having removed shell casing and minimal mass for propellant:
1000*0.9 = 900
900/45 = 20
20/2 = 10
10*0.9 = 9
9/10 = 0.9
0.9/0.05^3 = 7200 (not bad, but still lower than iron)
Let's assume, again, that we have 20mmx20mmx20mm shells. Yeah, I know, not realistic, but it saves time, and as we all know, rounds like this are longer than they are wide, so this tends to be a generous comparison. You have stated in the past that the MG fires 48 rounds in a burst. One ton of ammunition is 200 "bursts", half a ton being 100 "bursts".
500kg = 100*48 = 4,800
500kg/4800=~0.1042kg=104.2g
That's the entire round, including feed mechanism, ammo box, shell casing, and powder charge. Using the values I've used in the past, let's see what the actual projectile comes out to.
So here we go:
104.2g*0.9=93.78g
93.78g/2=46.89g
46.89g*0.9=42.201g
42.2g, give or take, is what we end up with.
20mm = 0.02m (0.02^3=0.000008) and 42.2g = 0.0422kg. This gives us 0.0422kg/0.000008m^3 = 5275kg/m^3
That's between titanium and tin.
Maybe it's better if we shoot the whole thing, 104.2g? 0.1042kg/0.000008m^3 = 13025kg/m^3
Better, between Lead and Mercury.
Now, if, say, the round is more realistic, say, rounded, 20mm wide and 40mm long, say, what does that change?
pi*0.02^2=3.1416*0.0004=~0.00126m^2
0.00126*0.04=0.0000504m^3
0.0422kg/0.0000504m^3=~837.3kg/m^3
Whole thing:
0.1042kg/0.0000504m^3=~2067.46kg/m^3
We either have something slightly less dense than ice being fired, or something slightly more dense than magnesium.
Finally, I did a brief calculation of the high-end stats for a Gauss Rifle, using a 114kg slug fired at Mach 5.5. As you can see, it got more than a little crazy.
100,195,312,500 N
or 1*10^11
An inelastic collision with a 100 ton mech, well...
F/m=a
100,195,312,500/100000 = 1001953.125
2*1001953.125(0.002) = v^2
4007.8125 = v^2
v ~= 63 m/s
63m/s = 226.8 kph
Something that accelerates the heaviest mech to a speed faster than it can get to under its own power is not supposed to knock it over, yet the stream of water fired from an AC/20 does? Welcome to WTF-World.