I skimmed through the thread.
UMR/golden void tried to dismiss the sequnce of the destruction as purely game mechanics, an argument that has 0 merits since the only reliable way to infer the base was destroyed to any significant extent is utilizing the cutscene, which is exactly what the currently accepted calc uses. if you have an alternative way to confirm the volume was violently fragmented go ahead and post it because the stock fotage animation is literally the only evidence substantiating the current calc.
Assalt's opinions regarding the topic:
Multiple explosions: Valid. Many explosions brought it down, including 3 large ones.
He accepts the fact there are three explosions that brought down the building by looking at the visuals
Only half the building: Not valid. Looks to be purely gameplay mechanics. For all intents and purposes that building should be treated as gone.
He dismisses the visuals of only half the building being gone as game mechanics
Inverse Square law: Semi-Valid. One of the larger explosions was dead on Alex, but all others were farther away, especially if the building is larger in reality than in game.
This can be overlooked, doesn't affect anything.
The Calculation itself: Potentially flawed. The base looks to be made out of concrete, not normal Earth. Concrete has a lower fragmentation value than Earth. That said it looks to be reinforced concrete, so iron is likely to be interlaced in the building. Still doesn't hit the V.Frag. value of normal
He doesn't really provide strong reasoning for utilizing V.frag, he only says that the values of concrete should be used instead. Again, multi-meter sized chunks of concrete is definitely not violent fragmentation.
Still, this can ultimately overlooked since basic fragmentation of large buildings nowadays utilize the 28j/cc of reinforced concrete instead of the 20 j/cc V.frag for conventional concrete.
The real issue here: Assalts first two points, he is breaking down
this scene yet he only accepts one part of the visuals (the three large explosions) and dismissing visuals from the very same scene that depic only half the building being gone as game mechanics and doesn't provide any solid reasoning for doing so.
I'm sorry but taking one part of the visuals and dismissing others is completely arbitrary and nonsensical, the AP for that feat should be roughly half of what it is right now.
Now, your proposal is that we utilize the results of said calc and scale them directly the a single tanks shell, It could be reasonable, but you didn't bother to adress the fact the original calc utilizes the depiction of the buildings interior to justify utilizing a much larger volume than the one we can see in the overworld. Unless the interior design of the building the tank busted
here is the same it feels iffy to utilize the calculated volume of the first calc (which still needs to be cut in half) and apply it to this one, specially since the only cue towards them being similar is the exterior design which the first calc shows it to be unreliable when assessing its volume.