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Monday 1st Cleaning up and publishing August notes Updating issue trackerClosing issues for work done New issues for unfinished work Updating tracking issues Sorting out work schedules for the next few months Researching armour penetration Tuesday 2nd Implementing various armour penetration equations, carefully gathering test cases online and checking my implementations Adding more unit helpers to HotStuff
units library Graphing outputs of Cour-Palais 2 plate penetrator equation Experimenting with smoother cour-palais, totally non physical but looks nicerEquations available and well tested:Demarre penetration (< 2km/s) Krupp for crater depth (can also be used for penetration)Uses magic k
value for materials Schmitt-Holsapple for single plate armour Modified Cour-Palais for double plate armour (whipple) Needs testing: Needed:Replacement for Krupp that doesn't use magic k
value? Something for multi plate armour Stuffed whipple shield (double plate and more) Wednesday 3rd Removed Fish-SummersWasn't well tested, needs magic K
value Implemented Rockwell, calculating ballistic limit and spallation limit in one goTested from results in NASA paper Slightly lower results than Schmitt-Holsapple Considering design of game systems for armour, using these equationsArbitrary stackup of materials and spacings Sketching data model for arbitrary stackupsFinding some material properties to use for testing Thursday 4th Building out armour stackup system Slowing down penetrating particle by calculating energy loss with reference to ballistic limit Friday 5th Calculating fragment size by equally dividing mass between n_fragments
Debugging issue with overmatch formula curve being stepped Worked out physics for generating debris clouds from spallation Monday 8th Debugging shatter regime There's a more general issue with stability, probably from the extremely large energy involved Prototyping a simpler model, directly applying modified Cour-Palais (when there are >= 2 plates) left or Rockwell (for the last plate).Seems to work and is simpler than the previous system, still needs some "fudge factors" for bits that aren't covered by the pure plate penetration equations New way to visualise results, plotting a grid of points coloured by results (penetrate, shatter, melt etc). Much clearer! Tuesday 9th Creating contour plot from randomised sampling of the velocity/diameter space. Much more readable! Testing spall liners Adding hot gas propagation Wednesday 10th Experimenting with UI for armour designer UI extensions pack, potentially useful: Learning about Unity UI shadersBuilding crosshatch shader (and variants)Experimenting with more screen space AA techniques Prefab for armour plate layer Prefabs for spacing measurements Main menu button prefab Thursday 11th Button highlights Input validator for distancesInvestigating adding parsing methods to HotStuff.Units Settings menu Setting up simBinding test gun angle to sim and back out to UI components Angle indicator panel Friday 13th Creating angle indicator script Width indicator script Creating entity to hold armour stack Scrolling mouse wheel for precise test-shot angle Added file browser asset: https://github.com/gkngkc/UnityStandaloneFileBrowser Serialization of armour stacksConverter for Layer
Converter for PlateMaterial
Adding a stack to the UI to show extra stats Wired up loading and saving to something that will render the stack Added support for alternative fonts to FUI tooltips Monday 15th Setting up prefabs for layer rendering Spawning stack prefabs Scroll view for stack display Using Re-Orderable Scroll Rect from UI Extensions (see Wednesday 10th) Generating unique visual materials for each physical material Added "hotkey" button triggers (e.g. Alt+R) Tuesday 16th Refactoring data model - one entity per armour layer Started creating analysis chart Setting spacing and thickness in ECS fro UI Setting UI thickness and width from ECS Adding VFX graph to UI, to render analysis scatter graph Wednesday 17th Adding a panel that shows up over armour plates on hover (move & delete etc)Showing panel on hover Deleting layer entities when button is clicked Move layers when button is clicked Investigating which tooltips aren't workingLazy initialising tooltips, to handle Unity initialising the tooltip canvas after the tooltip Started on bulk analysis in job system Thursday 18th Displaying analysis graph results Adding colour map to VFX graph (for penetration velocity) Adding toggles for different categories of penetration Doing a single impact test based on the mouse position within the graph every frameToggling on and off sections of the graph based on the results Adding panel to show data in text form as well Creating a panel to add layers Monday 29th Back to work after holiday Developing with new damage model ideas I hadCurrent system has issues:Uses the reference equations, but in an ad-hoc way. Results are good in the cases where the equations apply, but who knows how well it generalises? You can create totally arbitrary stackups of arbitrary materials, that's a lot of choice for players which is confusing. New idea:Unify all particles into one type with size, dispersion angle and density. Tuesday 30th Prototyping new energy dissipation based model