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Post by RA2lover on Oct 7, 2016 17:37:21 GMT
Was attempting to isolate the armor mass of a flare to test the mass efficiency of some delay compositions, but all of my educated guesses for it were wrong. Trying a different way to isolate it, i've found this: That molybdenum cylinder should weigh about 31.4t, but misses that mark by several orders of magnitude. In addition, the cylinder is only 1m tall, indicating armor thickness is halved at the caps. This also happens on neutron reflector thickness calculations: (side note: even with that much mass on it the reactor is still claiming a 16.6W radiation output despite no fuel being in it) and fuel tank mass calculations as well: EDIT: apparently the densities reported ingame don't match up to the densities reported on the game files. Molybdenum has a density of 10280kg/m³ on the ingame files, but a density of 10000m³ on the material tooltip and corresponding infolink page(which i was using for the calculations). Silver has a density of 10490kg/m³ on the ingame files. yay for finding another source of error! Some reverse engineering later, it seems like the game gets armor mass calculations wrong for this specific scenario. Right now it's counting the mass of the flare armor shell as: (CylinderVolume(R+Thickness/2,H+Thickness/4)-CylinderVolume(R-Thickness/2),H-Thickness/4))*MaterialDensity The proper formula should be: (CylinderVolume(R+Thickness,H+Thickness)-CylinderVolume(R,H))*MaterialDensity assuming you don't want half armor thickness on the bases as it currently has and also update the displayed cylinder model's height to reflect that as well.
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