Newcomer / Intro How realistic: Shields against collision

Before I have the chance to try it out for myself when I get home from work:

I have calculated that my shield, with a capacity of 206 MJ against absolute damage, can theoretically withstand an impact of approximately < 40 m/s with my 300 t ship without causing hull damage.

How realistic are the forcefield physics in the game?
I am curious whether the game is somewhat forgiving, or if I will need to install a stronger shield—or, even worse, learn how to manoeuvre more effectively 😉.

While 37 m/s is faster than the limit on most motorways, it feels like standing still in a spacecraft.
 
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I can't help with the technical stuff, however my ships have shields only for faceplanting protection. Even my very average shields, tend to protect me from myself in most situations, so in my opinion the game is fairly forgiving with faceplanting stations, planets, rocks, the occasional bio and anything else that gets in my way.

Learning to maneuver is for chumps :)
 
I can't help with the technical stuff, however my ships have shields only for faceplanting protection. Even my very average shields, tend to protect me from myself in most situations, so in my opinion the game is fairly forgiving with faceplanting stations, planets, rocks, the occasional bio and anything else that gets in my way.

Learning to maneuver is for chumps :)
yes, belly bumping is my biggest concern too.
 
How exactly did you calculate that? I am not so sure that collision damage is physics correct to the T.

What I know: Collision damage counts as absolute damage, with two consequences: a) it ignores resistances and b) PIPs matter. So, if you're on a path unable to avoid a collision: Quickly put four PIPs into SYS and enjoy your 2.5 times stronger shields. 206 MJ sounds awefully little though unless you are colliding at pedestrian speeds. Which chances are, you will not be ;).
 
Ignoring the science.
Why use bi-weave shields, they are great for situations like combat where you need shields to recover rapidly because they are going to get clobbered again really quickly. I would think standard shield that recover more slowly but are stronger would be the choice for one off incidents like lithobreaking?
 
Ignoring the science.
Why use bi-weave shields, they are great for situations like combat where you need shields to recover rapidly because they are going to get clobbered again really quickly. I would think standard shield that recover more slowly but are stronger would be the choice for one off incidents like lithobreaking?
Agreed. For what it's worth, I use Bi-Weaves for all my combat builds - that's PvE, I don't do PvP. My experience is that the increased recharge give me more staying power and and the ablity to reengage quicker in, say, HazRes sites and the like. Normal shields, and I guess also Prismatics (which I don't have access to yet) make sense for one-off skirmishes and single events - like, as you said, using non-movable objects like planets for braking :D. And so, for my unarmed ships like traders, haulers and explorers I use A-rated shields to maximize one-off raw strength, usually with reinforced / hi-cap unless power shortage dictates something else.

The only PvE combat scenario my Bi-Weave equipped ships don't do too well are those massacre signal sources where a bazillion ships open fire at you simultaneously, or pirate lord massacre ones. But then again I tend to fly smaller ships where "all the boosters" means a max of four, so I end up with shields around 1100 to 1500 raw, which can be gone frightingly quickly even with four PIPs when eight to ten ships fire at you at the same time. Ships with six or more utilities probably do a bit better even with Bi-Weaves, but with too large a health pool you kind of waste the increased recharge ability.
 
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How realistic are the forcefield physics in the game?
I am curious whether the game is somewhat forgiving, or if I will need to install a stronger shield—or, even worse, learn how to manoeuvre more effectively 😉.
I did few Exobio sessions around Colonia in Mandalay based on that experience I'm now more or less having peace in mind with Raw 690 MJ shields ( 4D Enh,LP/Hi-Cap + 3x SD 0E HD/SC) on 2 "pips". Most likely, for more careful pilot than me even 1 or 2 SB will suffice for any occasion.
Regarding physics I have impression that Mandalay (in my config) is pretty forgiving for boosting its nose into mountain, but looses almost full shields when accidentally "landed" flat on belly.
 
It's just a feeling based on years past, but it seems to me they've been quietly nerfed re: collision(again, just a feeling). Both ships, but more noticeably for me in the SRV. I remember the old POIs(lots a driving) and the Guardian BPs(lotsa banging in to shiz) and I NEVER got hull damage that went below 90 unless it was something like a really catastrophic maneuver. Just been doin some exo and I find my SRV takes hull damage if i look at funny. Hit a rock at 75% of max speed and boom yer shields are 100%, but your at 81% hull. its dumb fo sho. 2 in shields 4 in engine. Def keeping a closer eye on it these days as I only brought one SRV
 
How realistic are the forcefield physics in the game?
Not very, and neither are the non-forcefield ones.

Collisions do way less damage than the kinetic energies and momentums involved might normally imply - a 200 MJ shield (with four pips to SYS) should hold up against most impacts short of head-on boosting into terrain.
 
How exactly did you calculate that? I am not so sure that collision damage is physics correct to the T.

OP's gone with "what is the kinetic energy of a ship, all that energy of motion gotta go somewhere."

Kinetic energy - that would need to be dissipated non-destructively in the event of lithobraking - is found by (1/2) * (mv^2) - yes I am overusing parenthesis, you see what you did with your endless BODMAS/PEMDAS memes?

In the meter-kilogram-second (mks) system, that there kinetic energy will be measured in Joules, so we'll need to deal with some kilos and megas and such.

300 tonnes is 300,000 kg. (duh)
Assume 40 m/s (that's in metres per second, so that works :) )

300,000 x 40^2 = 300,000 x 1600 = 480,000,000 Joules

Halve it per the equation (which I wrote at the front, just to fool you) - 240,000,000.

240 million -> 240 Mega Joules. So total energy of a collision at 40m/s will easily blow past 206 MJ of a "shield" that is somehow a thing for magically dissipating energy.

However, because of that square of the velocity, the energy drops off faster than you think at lower speeds.

If I rearrange the equation to work backwards (I didn't really, I used one of the websites that does it, that they have now), 206 MJ is actually good for ~37.06 m/s - so I think OP worked it out this way too and then just forgot you can't handwave the "approx" because that 3 m/s difference gets squared to 9 and becomes a significant difference.

And there's a thing that feels a bit unphysical - I'm happy shields construct a weirdofield(tm) which magically wicks away energy, but I do feel like that should be over time not just... a total. I guess in the context of battle there is "damage per second" so the concept of chiselling away at the 206MJ a few seconds of pew-pew at a time is there, but it does feel a bit like a peak of decelerating the entire ship in the space of six inches should be harder to cope with than soaking up lasers for minutes on end.

I'm happy with the handwavium because this is exactly how brakes work, they reject the motion as heat, this is just a different but similar transduction problem. Brakes are limited by the heat rejection rate though. You'd assume the shield would run into that limit at some point given 'most everything turns into heat eventually. Your road car will do an emergency stop from 100mph to 0 a couple of times but on the third run the brakes are too hot before you even try to use them...

(Do your own "no my road car definitely won't do that even once" jokes)


What I know: Collision damage counts as absolute damage
Possibly because of the heat rejection and/or energy over time issues I raised above.
, with two consequences: a) it ignores resistances
'cos everything turns to heat eventually.
and b) PIPs matter.
yeah. You gotta plug a fridge in if you want it to pump heat from where you don't want it (the command seat) to where you do want it (the universe)

So, if you're on a path unable to avoid a collision: Quickly put four PIPs into SYS and enjoy your 2.5 times stronger shields. 206 MJ sounds awefully little though unless you are colliding at pedestrian speeds. Which chances are, you will not be ;).
37 m/s is like... a tenth of a fairly average Cobra's boostiness. (Can't remember exact cargo scoop speed but isn't it somewhere around there? Slowwww.)
 
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