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October

Wednesday 1st

  • September was cut short by holiday, continuing work on armour model
  • Finished penetration path for energy dissipation based armour model
  • Designing spallation path

Thursday 2nd

  • Tweaking physics model to better match modified cour-palais reference
  • Rewriting test program to be much faster

Friday 3rd

  • Testing other materials
    • Investigating anomalous non-penetration some velocities
    • Switching to calculating some things in areal energy, instead of energy. Fixes anomaly.
  • Publishing September dev notes
  • Researching switching new model to Wilkinson dispersion angle formula
    • Based on angle not energy, doesn't really fit model

Saturday 4th

  • PC explodes

Sunday 12th

  • Finally have a working PC again

Monday 13th

  • Updating armour system to store list of penetration and spallation events
    • This can be used to update armour "health" over time
  • Tracking energy dumped into armour by impacts
    • This can be used to heat the armour until eventual thermal failure
  • Updating packages in main project
    • Unity version has that security alert, but I'll wait until 6.3 LTS before upgrading the engine
  • Fixing breakage in main project due to changes in HotStuff armour model library
  • Calculating "score" in armour analysis
    • Calculate based on total percentage of energy which is absorbed

Tuesday 14th

  • COVID :(
  • Added temperature tracking to armour layers

Thursday 16th

  • Researching thermal damage
    • Laser
      • Continuous
        • Based on Thermal conductivity, capacity, radiation etc
        • Raising temperature enough to melt surface
      • Pulsed
        • Pulses are very short (nanosecond), too short for thermal conductivity to really matter.
        • Basically a very small explosion on the surface.
    • Nuclear flash
      • Single pulse of heat over a wide area
      • Energy deposited based on distance, surface angle relative to explosion & surface absorptivity

Monday 27th

  • Doing some more research on thermal damage
  • Added a "perforation" property to plates, attacks have a chance to skip a plate entirely based on perforation factor
  • Writing functions to update the state of a plate based on the event generated in the damage model
    • Remove mass, increase perforation factor
    • Add energy, increase temperature, melt away mass to keep energy less than melting temperature

Tuesday 28th

  • Reducing spallation on "squishy" materials, they deform and absorb energy from the stress wave which reduces energy available for spall generation
  • Fixed IMPACT armour tester due to changes in armour system
  • Removed test fire panel (analysis panel shows way more detail in a more readable way)
  • Added a button to show "add layer" panel
  • Adding layer
  • Compiling project

Wednesday 29th

  • Showing mass in analysis/score panel
  • Fixing unit suffixes
  • Testing some armour stackups
    • Spacing is OP, reduce factor for damage into fragmentation to reduce effectiveness
  • Creating scriptable asset for plate materials
  • Importing file browser asset
    • Adding assembly definitions
    • Restored load/save functionality

Thursday 30th

  • Adding info box showing material name and mass of plates on hover
    • Don't have material name info currently - need to switch to using the ScriptableAsset
  • Modifying layers to use ScriptableAsset
    • Todo:
      • Load (need to find asset references)
      • Save (need to save asset references in a way that can be loaded)
  • Testing stuffed armouring with graphite aerogel
    • Fixing damage sim to apply dispersion as shots travel through layers
  • Adding GUID to material assets so they can be referenced in load/save
  • Playtesting
    • Added attack direction arrow (right to left)
    • Fixed null ref exception when cancelling loading armour stack
    • Canvas scaling is weird at different screen sizes

Friday 31st

  • Upgrading Sonity package
  • Adding SFX
    • Background hum
    • Computer noises during analysis
    • Mouse click
  • Creating repo for IMPACT binaries
  • Experimented with a different layout system to fix weird scaling
    • Reverted, didn't work well at most sizes