A most excellent idea!
(though there is a problem with your physics)
F=MA.
It looked like you were using F= force of the crash, M= mass of the ship, A= acceleration due to engines.
The engines aren't used during the crash; the acceleration is from the two hulls meeting.
If you knew the acceleration caused by the impact (eg. 1000 KM/s to zero in 0.1 seconds), then you'd know the force.
A more useful measure for damage in this case is probably kinetic energy. E=0.5 M V^2
A warhead damage of 10 or so per engine would not guarantee your own ship's destruction, but cost the enemy more hitpoints. Plus, in P&N v2, it would be damage = mass x Speed (Real Life: damage = mass x (speed ^2))
(SE4 classic: damage = speed)
Expect to see this in P&Nv2.1, along with more armor types & some minor changes.
PS: to create a hyperlink, use
[ url=www.shrapnelgames.com]ClickMe[/url]
without the leading space.
quote:
REPAIRED LINK:
Anyway, please look at the page on hull data bearing the following in mind:
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[This message has been edited by suicide_junkie (edited 18 July 2001).]