![]() There's a big difference between peak G and sustained G.įighter pilots are limited by their machine go much higher (like 25-30+) than 9G, and that's dangerous territory for the structural integrity of the aircraft. Max fortunately was strapped into a contraption designed to handle this is well as our engineering allows. If you get launched into a concrete wall at 50g, chances are you are dead from internal bleeding and just general shock to the body, ie, broken neck, fractured skull etc. ![]() In high g impacts it's often the stopping that's lethal and more importantly how you stop. If I recall correctly the highest amount of G survived by a human being is well above 200g. With that said, pilots of older aircraft without fly-by-wire systems could and have pulled significantly more. In other words it's not the G that kills you, it's the lack of consciousness while flying a fighter aircraft. Without the correct technique, this will make you pass out pretty quickly as the blood is drained from the brain. High amounts of Gs are survivable - it's tied to the durarion of time and also which direction and of course safety measures. You can't exactly measure them differently. Rest in peace, Dilano van 't Hoff (26 July 2004 – 1 July 2023) 2023 Driver Standings # ![]() Looking for the Daily Discussion thread ? Menu Please read the full subreddit rules before submitting your comment or post. The weather prediction is not yet available. □□ Max Verstappen, Red Bull Racing-RBPT, 1:07.275 □□ Max Verstappen, Red Bull Racing-RBPT, 1:04.984 Podium Hub FP1 FP2 FP3 Q PQ PR R PR DaD Discord Twitterġ:05.619 (□□ C.This thread has been placed long ago in 2010 and the thread creator may have already solved in.īut i'll put my working implementation just in case somebody looks this up. PS2: effect is meant to emulate something like this : (at least is what they use on TV programs and movies as a unit of messurement) PS: I hope i am not mistaken, but, I think the G-force is what I mean by the force generated by an impact. The force of the impact would be used to calculate if the shell is to bounce or explode on impact and what type of explosion (effect) it would cause. Light armor vehicles like jeeps have a very weak armor, thus, shells can hit them and not blow up, destroying them by simply the force of the impact. It can also be deflective (make it bounce up, thus dissipating some force and projectile will bounce away from tank) :īit more complex deflective (same effect as before)Įxplosive (will explode on impact with a force applied in the opposite direction thus dissipating and destroying the projectile) Plain (will make it bounce off without dissipating force first, full headon impact) So, in order to get a realistic behavior, I would want the projectiles to explode past a fixed threshold of force generated, this is because different tanks have different types of armor, for example, lateral armor can be as simple as a straight block of metal paralel to the Y axis like so :Īnd the other ascii is supposed to picture the armor design In my game, projectiles can bounce off the armor of other tanks. In my case, I want to get the force generated by a collision so that I can explode the a projectile that hits a surface or another rigidbody, why? ![]() Hello, I have almost the same problem as the original poster. ![]()
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