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Currently, when a spherical celestial body is destroyed via omnidirectional explosion, its cross sectional area (pi * r^2) is taken. Then we find surface area with radius of distance from epicenter to planet and by their ratio we'll know how much part of explosion hit the planet. While it might be a good simplification when center of explosion is fairly far, we can still accurately account for energy being emanated from one point, which CA won't do.
Proposal
The core idea is to look at sphere sector to see how much part of explosion actually reaches target.
Firstly, let's assume that we simply know distance to the planet's surface, or use direct pixelscaling. Knowing planet's radius:
We can visualize like this, where r is planet's radius, d is distance from center of explosion to surface of planet, x is cap height and h is cap radius.
Total yield / tanked yield = 4*pi*R^2 / (2*pi*R*x) = 2R/x
Knowing that x = R - sqrt(R^2 - h^2) and h = r * R / (r + d) we get:
x = R - R^2/(r+d)
So after some simplifying 2R/x becomes:
2 * (r + d) * (r + d + sqrt(d*(d + 2*r))) / r^2
Let's also assume we're finding distance via angular sizing from POV to planet. It'll look like this, we'll need to account for planet curvature, and after finding corrected size (s), we use angular sizing to find distance (d).
So we have R = sqrt(d^2 + (s/2)^2)
Since height of cap here is R-d, total yield / tanked yield is 2R/(R-d). So formula is:
2 * sqrt(d^2 + (s/2)^2) / (sqrt(d^2 + (s/2)^2) - d)
This only affects cases when object is spherical and will be useful when explosion is fairly close to planet.
Additionally, it should also be noted to be careful when dealing with feats where center of explosion is very close to characer, as by our method people will assume all body parts of character tanks same intensity (and they just use closest distance), which sometimes can result in equal or even more yield than total yield while it logically can't exceed half of it in most cases.
Agree: DontTalkDT M3X Dalesean
Disagree:
Neutral:
Proposal
The core idea is to look at sphere sector to see how much part of explosion actually reaches target.
Firstly, let's assume that we simply know distance to the planet's surface, or use direct pixelscaling. Knowing planet's radius:
We can visualize like this, where r is planet's radius, d is distance from center of explosion to surface of planet, x is cap height and h is cap radius.
Total yield / tanked yield = 4*pi*R^2 / (2*pi*R*x) = 2R/x
Knowing that x = R - sqrt(R^2 - h^2) and h = r * R / (r + d) we get:
x = R - R^2/(r+d)
So after some simplifying 2R/x becomes:
2 * (r + d) * (r + d + sqrt(d*(d + 2*r))) / r^2
Let's also assume we're finding distance via angular sizing from POV to planet. It'll look like this, we'll need to account for planet curvature, and after finding corrected size (s), we use angular sizing to find distance (d).
So we have R = sqrt(d^2 + (s/2)^2)
Since height of cap here is R-d, total yield / tanked yield is 2R/(R-d). So formula is:
2 * sqrt(d^2 + (s/2)^2) / (sqrt(d^2 + (s/2)^2) - d)
This only affects cases when object is spherical and will be useful when explosion is fairly close to planet.
Additionally, it should also be noted to be careful when dealing with feats where center of explosion is very close to characer, as by our method people will assume all body parts of character tanks same intensity (and they just use closest distance), which sometimes can result in equal or even more yield than total yield while it logically can't exceed half of it in most cases.
Agree: DontTalkDT M3X Dalesean
Disagree:
Neutral:
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