Truesilver's Tests, No.4: Ramming damage (Part A)

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Truesilver’s Tests, No.4: Ramming damage (Part A)

PART A: SHIP TYPES, MASS & HRP’s

Welcome to another security lapse concerning Adle’s Armada’s hitherto top secret data, this time concerning ramming damage. In Part A I’m going to focus on the variables (or lack of?) in relation to ships, mass & HRP’s, before in a future Part B coming to the full extent and manner of calculation of the damage itself.

To liven the format up a bit, I’ll begin with some video vigilante violence, then present some test data, then discuss in a Q+A. Note that the Q+A is based on both the controlled testing and extensive corroboration in live PvP.

Here’s the vigilante bit (the hostiles were murdering Cmdrs at a CG - Adle’s Armada responded):


[video=youtube_share;OKyIG9TToQU]https://youtu.be/OKyIG9TToQU[/video]


Hopefully that’s set the mood. Now, on to the testing…


TESTING IN 1.5 BETA: RAMMING, MASS & HRP’S

All testing was carried out in 1.5 Beta. The objective was to determine whether there are any factors other than mass and velocity that influence ramming damage – such as ship type, or the fitting of HRP’s. Four ships were used: the same ‘target’ vessel throughout, being a shieldless hull tank Fer-de-Lance with every available slot fitted with HRP’s, and three ‘bullet’ vessels, which were:

1. The HRP FAS: a shieldless Federal Assault Ship with every available slot filled with hull reinforcements – total ship mass 864 tons.

2. The SCB Clipper: a shielded Imperial Clipper but with the shield deactivated and every other slot filled with SCB’s – yet no HRP’s – total ship mass 864 tons.

3. ‘Mr Fruity’: a Lakon Type 7 with neither shield nor HRP’s but instead cargo racks filled with fruit and vegetables – total ship mass (including fruit’n’veg) of 864 tons.

Each ship was rammed in turn into the armoured Fer-de-Lance, which was obligingly piloted by AA FdL Ace, Cmdr Breakfastmelon (to whom, thanks again). Three precise impact velocities were used throughout, although we did vary which ship was moving and which was stationary. The speeds were 95 mps, 191 mps and 234 mps. To ensure consistency, each test was duplicated many times with results checked by both pilots.

Here are the results as % damage to the FdL, broken down by ramming vessel and impact velocity ('-' means not tested):



864 t rammer95 mps191 mps234 mps
FAS with HRP's3%5%7%
iClipper with SCB's-5%7%
Mr Fruity3%5%-



Q+A


So what determines how much ramming damage a ship causes?

Its mass and velocity.


Does it make any difference what type of ship you are in?

No, unless it affects mass and velocity. All ships are, to the game collision engine, otherwise the same object.


What about ones with pointy noses … or high mass to volume … or military background?

Hee hee hee - no, no, no.


There are some ‘gameplay numbers’ in ED though, aren’t there – like the mass inhibition values?

Yes, but ramming (more accurately, ‘collision’) damage isn’t one of them. Every ship just acts as an object of its mass and velocity. There are no ship types. FAS = Type 7. Clipper = FAS. Type 7 = Clipper.


Do HRP’s increase ramming damage?

Only in so far as they add mass. A cargo of fruit will increase the damage by the same amount, per ton. HRP = fruit. SCB = HRP. Fruit = SCB.


You mean … HRP’s are ramming useless?

No … firstly, as noted, they do add mass. But also, crucially, they add hit points. It mostly comes down to hp ‘buckets’. A shieldless FAS typically has about 2,600 hit points in one bucket. A shielded, SCB-based Clipper has similar mass and more hit points but the hp are divided into three buckets (base shield, SCB reserve, hull). The former, shieldless build is not necessarily better in a ramming fight but it is easier to use.


Do you mean that a shielded SCB build could actually win a ‘bumper cars’ bout against a shieldless HRP build?

Oh yeah.


What about E-class HRP’s?

They add double the mass and only slightly fewer hit points. The modest top speed penalty is of little relevance. So, if you can engineer a collision, they are superior to D-class. However, in terms of actually achieving the ram, stacking E-class HRP’s can severely reduce manoeuvrability.


OK, being as specific as possible, how does the game determine ramming damage?

Here we risk trespassing on Part B. For now let’s just say that I believe it works as follows:

1. Game determines total collision mass
2. Game determines total collision velocity
3. Game thus determines total collision damage
4. Game apportions total collision damage in proportion to mass
5. Damage is applied to available hit points


When you say ‘in proportion to mass’ do you mean that if I weigh more, I both do more damage and take less damage?

Yes. In truth almost everything I have said here, including this, was revealed at least a year ago by ramming guru, Cmdr Battleship Kickass. My tests and experiences merely confirm the accuracy of Battleship’s propositions. In 1.3 I was flying my 960 ton purpose-built ramming Clipper, ‘Grond’, into the noses of conventional player pirate Clippers and observing favourable results consistent with my greater mass.


Does it make any difference whether you are the ‘bullet’ or the ‘target’?

No, which ship is moving or not moving makes zero difference, it’s total combined velocity that counts. We tested with FdL stationary, with Mr Fruity stationary, etc and it’s all the same. This is corroborated by Cmdr MJC here:

https://forums.frontier.co.uk/showthread.php?t=203010

In the above thread, note that imo poster no.10 (Cmdr Frenotx) gets it right, as ever - shared total collision damage is just combined mass and combined velocity at impact, with damage distribution between the two vessels determined by proportion of combined mass.


Well, I still can’t believe it’s just mass - and I’m going to prove you wrong!

Please do! This is a complex topic. But be aware that anecdote about a fight in which some guy out-rammed you won’t cut it lol … structured testing in which damage is shown to be disproportionate to mass, that could do it! I have to say that I don’t think we’ll see any such data but I would love to be proven wrong and to have to discover why …


Coming in Part B: the calculation, extent and apportionment of ramming damage.


o7


TRUESILVER

Adle’s Armada
www.inara.cz/wing/336
 
Explains why a 900mj Shielded FDL can RAM ships quite well ..... however recharge time takes millions of years ... lol
 
So instead of excrement hitting the fan, it's going to be excrement hit the FDL from now on? :p

You surely mean ....excrement hitting the F.A.N. ......I mean ... F.A.S.
Although excrement hitting itself is redundant .... (someone might notice I do not like FAS)
 
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very nice experiements with good detail. There is some questions left or is it Part B (C).
Does angle when hitting add damage?
Is speed only summed up to get total speed or is it a relative approximity speed that is used for calculation?

But nevertheless: +1 [up][up]

Regards,
Miklos
 
This is very useful experimentation, good work!
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It would be my expectation that collision damage is determined from the kinetic energy of the collision: 0.5*mv^2. That means doubling the collision velocity quadruples the kinetic energy and therefore, presumably, the damage. However, your experiment shows that roughly doubling the collision velocity from 95m/s to 191m/s does not even double the damage, going instead from 3% damage to 5% (although as we don't see fractional hull percentages, it is possible it being doubled and that the damage varies linearly with velocity rather than with the square of velocity).
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I remember there used to be some problems with ship collisions (back in the beta days, I think) where Anacondas could be instantly killed by ramming sidewinders, that was eventually tracked down to them having been ascribed an erroneously large mass. I do wonder if something was also done behind the scenes to make ship ramming less fatal, so people in starter sidewinders could not destroy people so easily by ramming. I don't know what formula is being used but if avoiding that kind of activity was the intent, then having the damage based linearly on velocity as well as mass would prevent a player in a low-mass ship 'punching above their weight'. Have you considered testing ramming ships with half and one quarter the mass of the ones you have tested here, whilst keeping velocity constant? (At the moment your experiment only varies the velocity, whilst keeping mass constant, so you have only measured the effect of velocity on damage, not mass).
 
Take a rep, been watching the other stats and testing.

You guys have too much time on your hands for such scientific brains but seriously, good to see some of these results, much appreciated :D
 
Thanks, all.

Have you considered testing ramming ships with half and one quarter the mass of the ones you have tested here, whilst keeping velocity constant? (At the moment your experiment only varies the velocity, whilst keeping mass constant, so you have only measured the effect of velocity on damage, not mass).

Yes indeed, the main queries I've been receiving concern the combined and relative effects of velocity, mass, angles and deceleration on damage. When Beta 2.1 drops the main priority will be weapons testing but once the excitement has died down (which could take some time...) I'll be looking to complete and publish Part B.

You guys have too much time on your hands for such scientific brains

Hee hee ... proudly misallocating intellectual resource to computer gaming since (before) 1984!

Thank you for your active discounts thread, much used and like all your posts, much appreciated.
 
hahahaha a cargo of fruit will increase ramming damage! I love it At last I can fill my cargo hold with delicious meat and ram people with the meat-fridge.
 
First and foremost, I've not done any engineering to any of my ships. In combat, I fly in a tanked out FAS, and though I've never deliberatly rammed someone, I have both been deliberatly rammed and been involveld in accidental collosions. It would seem, that only smaller ships will deliberately ram me while it seems that though it may be my fault, larger ships and I seem to just accidentaly collide, a zig when you should have zagged, causes colisions. In professional racing, they call it rubbing.

Never suffered any damage at all when accidentaly colliding with larger ships; But when it comes to getting rammed by smaller ships, it generally only takes one time and they go boom. And on occasions, not always I'll only drop as much as one ring of shields in the process.
 
You could try boost ramming with your corvette or cutter Nemo (preferably /w engr'd shields). I think you'll be pleasantly surprised :)
 
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I've been deliberately ramming ships for quite some time. Never spent time to work out the numbers, I just know it's effective. Of course, when you fly an Orca everything looks like a potential ramming target.
 
Ha ha ha thanks indeed all but I am going to request a lock on this thread.

Quick update:

Since the testing in the thread, which at the time of my writing this post was about 2 years 3 months ago, there have been four relevant developments:

(A) I conducted extensive testing of collision damage using FdL and two other ships. Unfortunately I was unable to achieve completely consistent results by any obvious variable, notwithstanding my attempts at isolation, hence I didn't write Part B whilst working on a third set of better tests with a view to predicting collision damage.

(B) Then at some point Frontier reduced collision damage.

(C) 2.1 happened, making ships generally massively faster.

(D) Some ships, most obviously the Orca, received hull mass alterations.

None of the above affects the central points of this thread, i.e. that collision damage is a factor of mass and velocity and is not affected by ship type, nor relative (as opposed to combined) velocity, nor what in particular makes up the mass.

However, in the circumstances I agree with Zaphod that this thread is likely to cause confusion if discussed now. Hence, with thanks to all, I'm going to report it for a lock.

Cheers!
 
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