Farscape's Pulse Pistol: An Analysis
Moderator: NecronLord
Farscape's Pulse Pistol: An Analysis
Proof that I'm extremely bored when lecturers just read off the slides, I started analysing pulse pistols somewhat idly.
WARNING
Here be Math and Numbers. Avast!
Let's begin with a few assumptions and work from there.
First, let us assume that a stick of dynamite contains 2.1 Megajoules of potential energy. When ignited this energy becomes heat, light, sound and kinetic energy. We shall call this conversion of chemical energy an "Explosion".
Second, let us assume that a pulse pistol overload is ten times more powerful then a stick of dynamite going off. The times we have seen a pulse pistol overload that immediately come to mind are in Won't Get Fooled Again where John popped a Scarran and in I Shrink Therefore I Am where the overloading pulse pistol was shrank before it went boom. We have seen a pulse rifle go boom before but I have yet to run the numbers on that.
So, a PP Overload = 21 Megajoules of energy released in an Explosion.
Third, let us assume that a PP overload is only 10% efficient in its detonation.
This means that a pulse pistol has 210 Megajoules of potential energy that can burn your happy enemies to death.
We know that PP's, depending on whether or not they're Winona, have between 500 and 600 shots. We will assume that not all PP's are Winona and go with 500 shots as standard.
Ergo, each shot from a PP = 210 MJ / 500 = 0.42 MJ per shot, or 420 Kilojoules of energy per pulse.
Let us introduce some physics.
The specific heat capacity of water is 4.186 KJ per KG at 25 C. This means that to raise the temperature of 1 KG of good ol' H2O it will take 4.186 KJ of energy.
A Pulse Shot has 420 Kilojoules of energy.
If a kilogram of water were to be hit with a pulse shot and all the chemical / pulse energy of that pulse were to be converted directly into thermal energy, then the water temperature would...
420 / 4.186 = 100.3344
The Kilogram of water would rise in temperature from a balmy 25 C to 125.3344 C and would cease to be water and in fact become steam.
Let us assume that, guesstimating the size of the average pulse shot, that the amount of flesh that can be damaged equals roughly half a kilogram.
This doubles the temperature rise, meaning that a shot to the torso or any other shot taken "Full on" will raise the immediate impact area's temperature by 200.6688 C. Assuming that the average human skin temperature has no effect on the change of temperature, that raises it from 33 C (Average human skin temp) to 233.6688 C.
The sudden temperature swing, not to mention the force of the impact, can cause the victim to go into circulatory shock. Every time we've seen someone shot once and drop, they may not necessarily have been dead, but were certainly on their way to being there.
We thus know that for species with soft permeable skin, such as Humans, Sebaceans, Luxans and so forth, Pulse weapons are perfect. Against more armored foes, such as Screeth and Scarrans, they prove less effective. In the case of the Screeth, due to what can be assumed to be a kind of Exoskeletal structure. In the case of Scarrans, it's due to the nature and composition of their skin.
Thinking along these lines, we know that Scarran skin is tough enough to resist direct knifing... to the point that the knife will break, albeit in cold conditions where metals become brittle.
Throughout the series, Scarrans are shown to be nigh impervious to Pulse fire. The Peacekeeper war seems to change the rules with regard to this. However, I believe there is a resolution.
We know from Crackers Dont Matter that PP's have power settings. We shall assume that an average shot of 420 Kilojoules per shot is the standard setting and that there are a variety of as yet undetermined power settings ranging from "Low" to "Earth Shattering Kaboom"
Lets assume that a PP overload is the theoretical maximum power that a PP can shoot all at once and overloads because it exceeds the amount that any PP can safely shoot.
There are 500 shots in a PP.
An Overload utilises 10% of the Chakkan oil to... overload.
Therefore, an Overload is equivalent to 50 shots from a PP.
We shall assume that the most powerful shot a PP is safely capable of shooting at any one time 35 x Normal Power.
Power settings can be altered on a PP to adjust for varying amounts of damage (IE, how badly you want your enemy dead, how tough they are, etc) with a cost to how efficient your ammo packs are. The more powerful the shots you shoot, the more of a hog it is on ammo.
At 35 x power, you are getting 420 x 35 = 14.7 MJ (!) per shot!
To put this into perspective, ONE Megajoule is the kinetic energy equivalent of a one tonne vehicle travelling at 160 KM/H (100 MP/H).
Getting hit by the blast of a pulse pistol, under these postulates, is the equivalent of being hit by almost 15 cars travelling at 160 KM/H. Ouch.
Or, to go back to the water example.
14700 KJ / 4.186 = 3511.71
Or, it would raise the temperature of 1 KG of water from 25 C to 3526.71 C and, of course, become superheated steam.
Of course, this hogs the ammo like no tomorrow. At this power setting you effectively have 14.28 shots before you run dry.
We can therefore assume that PK's use the "Standard" pulse setting at all times and adjust the power setting upwards when facing Scarrans in a time of war. It can be assumed that there are limitations to the power settings in times of peace in a similar vein to the efforts to limit the usage of depleted uranium rounds in the human military. In times of war of course, such limitations get thrown to the curb and thus we have weapons capable of downing Scarrans in relatively few shots at the cost of Ammo.
So, why didn't John adjust the settings in ISTIA? It's possible he did, it's also possible that Coreeshi body armour can disperse pulse fire or is designed specifically to be resistant to it. When John brought the frag cannon to bear, the Coreeshi went down fairly quickly... relative to the PP of course.
Summing Up
The PP is a deadly weapon. Each shot can raise the temperature of a 500 gram mass of flesh by 200 C, effectively cooking it and potentially sending the victim into circulatory shock. The weapons can be overloaded to provide a blast ten times more powerful then a stick of dynamite. It has a variety of power settings that can be adjusted to suit the relative toughness of an enemy, though it comes at the cost of expending ammo far less frugally. Variants can allow for greater accuracy, efficiency (and effectively more ammo) and power, and is THE sidearm that every PK and desperate human will want. Ammo is fairly plentiful throughout the uncharted territories and with regular maintenance a pulse pistol will remain a faithful death machine for as long as its user lives.
>_>
<_<
Buy yours today!
Feel free to poke holes in my assumptions or find where my extrapolations thereof fall down and fail. I welcome it.
WARNING
Here be Math and Numbers. Avast!
Let's begin with a few assumptions and work from there.
First, let us assume that a stick of dynamite contains 2.1 Megajoules of potential energy. When ignited this energy becomes heat, light, sound and kinetic energy. We shall call this conversion of chemical energy an "Explosion".
Second, let us assume that a pulse pistol overload is ten times more powerful then a stick of dynamite going off. The times we have seen a pulse pistol overload that immediately come to mind are in Won't Get Fooled Again where John popped a Scarran and in I Shrink Therefore I Am where the overloading pulse pistol was shrank before it went boom. We have seen a pulse rifle go boom before but I have yet to run the numbers on that.
So, a PP Overload = 21 Megajoules of energy released in an Explosion.
Third, let us assume that a PP overload is only 10% efficient in its detonation.
This means that a pulse pistol has 210 Megajoules of potential energy that can burn your happy enemies to death.
We know that PP's, depending on whether or not they're Winona, have between 500 and 600 shots. We will assume that not all PP's are Winona and go with 500 shots as standard.
Ergo, each shot from a PP = 210 MJ / 500 = 0.42 MJ per shot, or 420 Kilojoules of energy per pulse.
Let us introduce some physics.
The specific heat capacity of water is 4.186 KJ per KG at 25 C. This means that to raise the temperature of 1 KG of good ol' H2O it will take 4.186 KJ of energy.
A Pulse Shot has 420 Kilojoules of energy.
If a kilogram of water were to be hit with a pulse shot and all the chemical / pulse energy of that pulse were to be converted directly into thermal energy, then the water temperature would...
420 / 4.186 = 100.3344
The Kilogram of water would rise in temperature from a balmy 25 C to 125.3344 C and would cease to be water and in fact become steam.
Let us assume that, guesstimating the size of the average pulse shot, that the amount of flesh that can be damaged equals roughly half a kilogram.
This doubles the temperature rise, meaning that a shot to the torso or any other shot taken "Full on" will raise the immediate impact area's temperature by 200.6688 C. Assuming that the average human skin temperature has no effect on the change of temperature, that raises it from 33 C (Average human skin temp) to 233.6688 C.
The sudden temperature swing, not to mention the force of the impact, can cause the victim to go into circulatory shock. Every time we've seen someone shot once and drop, they may not necessarily have been dead, but were certainly on their way to being there.
We thus know that for species with soft permeable skin, such as Humans, Sebaceans, Luxans and so forth, Pulse weapons are perfect. Against more armored foes, such as Screeth and Scarrans, they prove less effective. In the case of the Screeth, due to what can be assumed to be a kind of Exoskeletal structure. In the case of Scarrans, it's due to the nature and composition of their skin.
Thinking along these lines, we know that Scarran skin is tough enough to resist direct knifing... to the point that the knife will break, albeit in cold conditions where metals become brittle.
Throughout the series, Scarrans are shown to be nigh impervious to Pulse fire. The Peacekeeper war seems to change the rules with regard to this. However, I believe there is a resolution.
We know from Crackers Dont Matter that PP's have power settings. We shall assume that an average shot of 420 Kilojoules per shot is the standard setting and that there are a variety of as yet undetermined power settings ranging from "Low" to "Earth Shattering Kaboom"
Lets assume that a PP overload is the theoretical maximum power that a PP can shoot all at once and overloads because it exceeds the amount that any PP can safely shoot.
There are 500 shots in a PP.
An Overload utilises 10% of the Chakkan oil to... overload.
Therefore, an Overload is equivalent to 50 shots from a PP.
We shall assume that the most powerful shot a PP is safely capable of shooting at any one time 35 x Normal Power.
Power settings can be altered on a PP to adjust for varying amounts of damage (IE, how badly you want your enemy dead, how tough they are, etc) with a cost to how efficient your ammo packs are. The more powerful the shots you shoot, the more of a hog it is on ammo.
At 35 x power, you are getting 420 x 35 = 14.7 MJ (!) per shot!
To put this into perspective, ONE Megajoule is the kinetic energy equivalent of a one tonne vehicle travelling at 160 KM/H (100 MP/H).
Getting hit by the blast of a pulse pistol, under these postulates, is the equivalent of being hit by almost 15 cars travelling at 160 KM/H. Ouch.
Or, to go back to the water example.
14700 KJ / 4.186 = 3511.71
Or, it would raise the temperature of 1 KG of water from 25 C to 3526.71 C and, of course, become superheated steam.
Of course, this hogs the ammo like no tomorrow. At this power setting you effectively have 14.28 shots before you run dry.
We can therefore assume that PK's use the "Standard" pulse setting at all times and adjust the power setting upwards when facing Scarrans in a time of war. It can be assumed that there are limitations to the power settings in times of peace in a similar vein to the efforts to limit the usage of depleted uranium rounds in the human military. In times of war of course, such limitations get thrown to the curb and thus we have weapons capable of downing Scarrans in relatively few shots at the cost of Ammo.
So, why didn't John adjust the settings in ISTIA? It's possible he did, it's also possible that Coreeshi body armour can disperse pulse fire or is designed specifically to be resistant to it. When John brought the frag cannon to bear, the Coreeshi went down fairly quickly... relative to the PP of course.
Summing Up
The PP is a deadly weapon. Each shot can raise the temperature of a 500 gram mass of flesh by 200 C, effectively cooking it and potentially sending the victim into circulatory shock. The weapons can be overloaded to provide a blast ten times more powerful then a stick of dynamite. It has a variety of power settings that can be adjusted to suit the relative toughness of an enemy, though it comes at the cost of expending ammo far less frugally. Variants can allow for greater accuracy, efficiency (and effectively more ammo) and power, and is THE sidearm that every PK and desperate human will want. Ammo is fairly plentiful throughout the uncharted territories and with regular maintenance a pulse pistol will remain a faithful death machine for as long as its user lives.
>_>
<_<
Buy yours today!
Feel free to poke holes in my assumptions or find where my extrapolations thereof fall down and fail. I welcome it.
Re: Farscape's Pulse Pistol: An Analysis
Kinetic energy and heat have very little to do with one another when it comes to damage-dealing ability. A bullet has less energy than your coffee maker uses in a second. Which would you rather try to kill somebody with?
Re: Farscape's Pulse Pistol: An Analysis
A pulse pistol can field up to 500 shots according to the show's canon.
A regular slug throwing pistol can field between 6 and 35 shots, 50 if you're using an Uzi.
We know that a pulse shot kills most humanoid creatures dead in one or two shots, similar to slug throwers. The capacity makes all the difference, all things being equal, the increased ammo capacity makes the Pulse Pistol somewhat superior to kinetic weapons.
A regular slug throwing pistol can field between 6 and 35 shots, 50 if you're using an Uzi.
We know that a pulse shot kills most humanoid creatures dead in one or two shots, similar to slug throwers. The capacity makes all the difference, all things being equal, the increased ammo capacity makes the Pulse Pistol somewhat superior to kinetic weapons.
Re: Farscape's Pulse Pistol: An Analysis
To clarify, I was commenting on your "equivalent of being hit by almost 15 cars travelling at 160 KM/H" statement.
Re: Farscape's Pulse Pistol: An Analysis
Ah, my mistake. I should've removed that example as it is rather flawed.
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Re: Farscape's Pulse Pistol: An Analysis
So to kill a Scarran they had to ramp up the power how much? If they can shrug off .430 MJ with little more than a 'nyeh, stoppit!' then would you say they had to ramp it up to 4.3 MJ to get them to drop like flies ala The Peace Keeper Wars? Or would you say less than that?
There should be an official metric in regard to stupidity, so we can insult the imbeciles, morons, and RSAs out there the civilized way.
Any ideas for units of measure?
This could be the most one-sided fight since 1973 when Ali fought a 80-foot tall mechanical Joe Frazier. My memory isn't what it used to be, but I think the entire earth was destroyed.
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Any ideas for units of measure?
This could be the most one-sided fight since 1973 when Ali fought a 80-foot tall mechanical Joe Frazier. My memory isn't what it used to be, but I think the entire earth was destroyed.
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Re: Farscape's Pulse Pistol: An Analysis
Exactly what basis do you have for assuming that an exploding pulse pistol only releases 10% of its total energy? I mean, that's one hell of an assumption, especially given I'm not sure 420KJ shots are exactly borne out in the show itself. Do bits of people explode when they're hit by pulse pistols?
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Here's to a certain mostly harmless nutcase.
Re: Farscape's Pulse Pistol: An Analysis
Normally pulse pistols are hitting what passes for funky armor, but we have seen them explode human-sized torses when dialed up a bit. It was explicitly noted that is higher than normal setting.
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Re: Farscape's Pulse Pistol: An Analysis
The assumption is based on This Scene at 2:46, the Scarrans head and left arm are blown off while the rest of the body remains intact. Assuming Scarrans are naturally tougher than humans, it seems reasonable that the damage done is somewhat analogous to a stick of dynamite would have done in a similar position.Ford Prefect wrote:Exactly what basis do you have for assuming that an exploding pulse pistol only releases 10% of its total energy? I mean, that's one hell of an assumption, especially given I'm not sure 420KJ shots are exactly borne out in the show itself. Do bits of people explode when they're hit by pulse pistols?
The rest of the assumption comes about from some logical guesswork. Power settings generally have a minimum and maximum value. Anything beyond the maximum power setting will cause damage or put the user at risk. The maximum power setting is assumed to be 35 times higher than the minimum setting.
This assumes that the pulse pistol works by funnelling the Chakkan oil, the pulse pistols ammunition, into the pulse chamber before "charging" it and firing. 35 times the maximum is the highest amount that can be funnelled in and charged before damage starts to accrue. Funnel in too much oil and it leads an an overload. This leads to a further assumption that the Chakkan oil in the cartridge is either well insulated against blast damage or is a stable isomer of the compound that undergoes a chemical change when it gets flushed into the pulse chamber.
The 10% assumption seems to be a best fit to what we've seen of Pulse Pistols and what they're capable of in the show too. If we ramp that assumption up to 100% or 50% then the pulse pistol becomes much weaker given the number of shots it's capable of. If we tone down the efficiency then the power of individual shots becomes nigh insane.
Let's take a quick look. 100% efficiency means...
A PP Overload has only 2.1 MJ of potential energy.
21 MJ / 500 Shots = 42 KJ of energy per shot, or, barely enough thermal energy to heat up 1 kg of water by 10 degrees C. Pulse pistols are clearly not that weak.
Reverse that and say it's 5% efficient on overload.
42 Megajoules are released in a PP Overload.
420 MJ / 500 Shots = 840 Kilojoules per shot, or, twice as powerful as the 10% figure aforementioned.
A 10% assumption is about the right place it needs to be to keep the weapon as powerful as it was seen on the show without making it too weak or too strong. I'll admit though that I haven't run the numbers all the way up and down the spectrum to see where the bare minimum and absolute maximum believable values lie.
I have more to add but I've got to take off and see Iron Man 2
Re: Farscape's Pulse Pistol: An Analysis
My complaint is that you seem to be ignoring the energy required for the change of state from liquid to gas, while temperature remains fixed at 100C and the water boils off. I'm wondering what this would do to your calculations.Razor One wrote:A Pulse Shot has 420 Kilojoules of energy.
If a kilogram of water were to be hit with a pulse shot and all the chemical / pulse energy of that pulse were to be converted directly into thermal energy, then the water temperature would...
420 / 4.186 = 100.3344
The Kilogram of water would rise in temperature from a balmy 25 C to 125.3344 C and would cease to be water and in fact become steam.
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Re: Farscape's Pulse Pistol: An Analysis
First.. a stick of dynamite isn't a good benchmark. I've seen vlaues as low as 800 kj for a stick of dynamite (About where a grenade is)
Second: thermal effects are not the only or neccesarily even the best mechanism for damage. You can do quite a bit of damage via the mechanical damage inflicted by an explosive blast (like with any High explosive) for relatively little energy. The ideas behind this are covered in greater detail on the Atomic Rockets website, Mike's own destruction/explosives webpage, or Luke Campell's laser death ray page (An excellent source, IMHO.)
That said, alot of sci fi weapons seem to exhibit more thermal rather than mechanical damage mechanisms (because the latter would be violent and messy and not suitable for TV) but they are also hard to calc. In the caes of a TV series, you have to also be sure that the visuals match up with your conjecture (which they often don't). Claiming that a pulse pistol ejects hundreds of kilojoules or more and boils/vaporizes a given quantity of flesh is all well and good, but that also argues certain visual results we may or may not see which also must be addressed, and may very well invalidate your analysis.
(and in case anyone brings it up - yes, I know what my own lasgun analysis says, but It's not set in stone. My own stuff is invariably limited by the information available and my own limited knowledge, and when new data pops up, the conclusions can and do change. Updates take time to do, and I don't always have the time or inclination to go back and fix something properly just becuase I've revised my opinions.)
Third, This is a nice analysis and all, but it all hinges on the initial assumptions you make about the total energy capacity and effieicny of the gun being accurate, and that is at best arbitrary and at worst weak. Better approach is to study the series, establish benchmarks from observed tech effects (and related stuff.. eg capacitors and batteries) and work backwards from there. I also have to say the whole "21 MJ/10% efficient" bit seems entirely superfluous, and makes it seem like an arbitrary excuse to jack up the yield. It would be more conservative to assume 90-100% efficiency and work from there (although the whole "equal to a stick of dynamite" thing is still up for debate.)
Second: thermal effects are not the only or neccesarily even the best mechanism for damage. You can do quite a bit of damage via the mechanical damage inflicted by an explosive blast (like with any High explosive) for relatively little energy. The ideas behind this are covered in greater detail on the Atomic Rockets website, Mike's own destruction/explosives webpage, or Luke Campell's laser death ray page (An excellent source, IMHO.)
That said, alot of sci fi weapons seem to exhibit more thermal rather than mechanical damage mechanisms (because the latter would be violent and messy and not suitable for TV) but they are also hard to calc. In the caes of a TV series, you have to also be sure that the visuals match up with your conjecture (which they often don't). Claiming that a pulse pistol ejects hundreds of kilojoules or more and boils/vaporizes a given quantity of flesh is all well and good, but that also argues certain visual results we may or may not see which also must be addressed, and may very well invalidate your analysis.
(and in case anyone brings it up - yes, I know what my own lasgun analysis says, but It's not set in stone. My own stuff is invariably limited by the information available and my own limited knowledge, and when new data pops up, the conclusions can and do change. Updates take time to do, and I don't always have the time or inclination to go back and fix something properly just becuase I've revised my opinions.)
Third, This is a nice analysis and all, but it all hinges on the initial assumptions you make about the total energy capacity and effieicny of the gun being accurate, and that is at best arbitrary and at worst weak. Better approach is to study the series, establish benchmarks from observed tech effects (and related stuff.. eg capacitors and batteries) and work backwards from there. I also have to say the whole "21 MJ/10% efficient" bit seems entirely superfluous, and makes it seem like an arbitrary excuse to jack up the yield. It would be more conservative to assume 90-100% efficiency and work from there (although the whole "equal to a stick of dynamite" thing is still up for debate.)
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Re: Farscape's Pulse Pistol: An Analysis
I guess it depends entirely on how he thinks a pulse weapon inflicts damage. I belive it is technically possible (at least temporarily) to exceed boiling point (or other temperature thresholds, I think) under certain situations, but these conditions may or may not apply to a pulse weapon (Again the evidence available in the series will dictate that.)Korto wrote: My complaint is that you seem to be ignoring the energy required for the change of state from liquid to gas, while temperature remains fixed at 100C and the water boils off. I'm wondering what this would do to your calculations.
The real problem is that the analysis relies heavily on a number of assumptions in general which may or may not fit with observed evidence.
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Re: Farscape's Pulse Pistol: An Analysis
On occasion, yes. That was, IIRC, a single high power shot to that guy from Aeryn's gunFord Prefect wrote:Exactly what basis do you have for assuming that an exploding pulse pistol only releases 10% of its total energy? I mean, that's one hell of an assumption, especially given I'm not sure 420KJ shots are exactly borne out in the show itself. Do bits of people explode when they're hit by pulse pistols?
He had freakish magical regenerative abilities that healed it in seconds, though. (She then shoots him again, of course, but is eventually recaptured.)
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Re: Farscape's Pulse Pistol: An Analysis
I've heard of that. But "explosive damage" doesnt neccesarily mean reducing large parts of the body to boiling point (it CAN, of course..) - it depends alot on damage mechanism and other factors (how quickly energy is delivereda nd how foucsed among them.) As has been shown on Mythbusters (and I've noted for my bolter firepower analysis) you don't need lots of energy to blow significant holes in people (or even blow them apart).
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Re: Farscape's Pulse Pistol: An Analysis
Humm? I'm not inclined to presuppose anything about it. It's impressive enough, but the guy's flesh was effectively magical, and farscape has phasorization technologies on occasion. It is however, the high end, offhand.
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Re: Farscape's Pulse Pistol: An Analysis
I wasn't trying to single you out (which is why I didnt quote it directly to you - sorry) but to just emphasize my earlier points. Even allowing we may not be able to quantify his flesh, it still tells us something about how the pulse pistol can operate. For example it may have thermal, explosive, or "phasorization" settings.
Again that's why Razor One needs to firm up his conjecture by drawing more examples form the series. By itself there's far too many unknowns in his analysis for it to be really viable.
Again that's why Razor One needs to firm up his conjecture by drawing more examples form the series. By itself there's far too many unknowns in his analysis for it to be really viable.
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Re: Farscape's Pulse Pistol: An Analysis
A good source for pulse-rifles may be the old stallwart, impacts on stone walls. Alas, The Hidden Memory doesn't seem to yield anything good.
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