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September

Monday 1st

  • Cleaning up and publishing August notes
  • Updating issue tracker
    • Closing 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 nicer
    • Equations 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:
      • Fish-Summers crater depth
        • Better than Krupp, still uses magic k but a different magic k!
        • Finding k values is very tricky!
      • Rockwell crater depth
        • Better than Krupp and Fish-Summers
        • Uses Brinell hardness instead of k
    • 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-Summers
    • Wasn't well tested, needs magic K value
  • Implemented Rockwell, calculating ballistic limit and spallation limit in one go
    • Tested from results in NASA paper
    • Slightly lower results than Schmitt-Holsapple
  • Considering design of game systems for armour, using these equations
    • Arbitrary stackup of materials and spacings
  • Sketching data model for arbitrary stackups
    • Finding some material properties to use for testing

Thursday 4th

  • Building out armour stackup system
    • Single sheet penetration
    • Double/multi layer penetration
    • Bouncing
    • Spallation
      • Spall liner
    • Shattering
    • Vaporising
    • Penetration
  • 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
    • Including spall liner

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 shaders
    • Building crosshatch shader (and variants)
      • Experimenting with more screen space AA techniques
  • Prefab for armour plate layer
  • Prefabs for spacing measurements
    • Adding input to replace
    • Add input validation
  • Main menu button prefab
    • Auto numbering menu buttons
    • Add hot key shortcuts

Thursday 11th

  • Button highlights
  • Input validator for distances
    • Investigating adding parsing methods to HotStuff.Units
  • Settings menu
  • Setting up sim
    • Binding 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 stacks
    • Converter 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

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
      • Fixing up indices
    • Move layers when button is clicked
  • Investigating which tooltips aren't working
    • Lazy 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 frame
    • Toggling 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 had
    • Current 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