FFS modifications

FFS.Gun.Notes.txt

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Observation: When I was designing that gun, it occurred to me that a
"universal" damage and penetration chart could be constructed for this
design system.  Such a chart would simplify a couple of steps of the
design sequence, and would make optimizing weapon designs easier.
 
Universal Damage and Penetration Chart
 
Energy          Damage  Penetration by Ammunition Type
                        Ball    DS              HEAP    HE/Tranq
 
    0-56         0      Nil     1-Nil           2-2-2   Nil
   57-506        1      Nil     1-Nil           2-2-2   Nil
  507-600        2      Nil     1-Nil           2-2-2   Nil
  601-1406       2      1-Nil   1-2-Nil         2-2-2   Nil
 1407-2000       3      1-Nil   1-2-Nil         2-2-2   Nil
 2001-2756       3      2-Nil   1-2-Nil         2-2-2   Nil
 2757-3000       4      2-Nil   1-2-Nil         2-2-2   Nil
 3001-4556       4      2-3-Nil 1-2-3 (*)       2-2-2   Nil
 4557-5000       5      2-3-Nil 1-2-3 (*)       2-2-2   Nil
 5001-6805       5      2-4-6   1-3-5           2-2-2   Nil
 6807-7000       6      2-4-6   1-3-5           2-2-2   Nil
 7001-9506       6      2-3-4   1-2-3           2-2-2   Nil
 9507-12656      7      2-3-4   1-2-3           2-2-2   Nil
12657-16256      8      2-3-4   1-2-3           2-2-2   Nil
16257-20000      9      2-3-4   1-2-3           2-2-2   Nil
20001-20306      9      2-2-3   1-1-2           2-2-2   Nil
20307-24806     10      2-2-3   1-1-2           2-2-2   Nil
24807-29756     11      2-2-3   1-1-2           2-2-2   Nil
29757-35156     12      2-2-3   1-1-2           2-2-2   Nil
35157-41006     13      2-2-3   1-1-2           2-2-2   Nil
41007-47306     14      2-2-3   1-1-2           2-2-2   Nil
47307-50000     15      2-2-3   1-1-2           2-2-2   Nil
50001-54056     15      2-2-2   1-1-1           2-2-2   Nil
54057+          E^.5/15 2-2-2   1-1-1           2-2-2   Nil
 
(*) Strictly speaking by FF&S rules, these would be "1-2-3-Nil", but T:TNE
weapons would ignore the fourth penetration value (beyond extreme range?).
 
 
Notes on converting real-world weapons to FF&S:
 
Compute Muzzle Energy: In order to accurately rate a real-world weapon
in FF&S, at an absolute minimum you will need to figure out the muzzle
energy in Joules.  This isn't as hard as it sounds; many reference books
will give  this information.  Books intended for gun enthusiasts will
frequently yeild the information needed, although the units of
measurement will need conversion.  Several different formula can be used,
depending on whether you can get the bullet mass in grams, grains, or
ounces, or the muzzle velocity in meters/second or feet/second.  Some
references even give energy in foot-pounds, making the computation simple.
  Em = 0.5 * (Mb / 1000) * Mv ^ 2
        Em = Energy at Muzzle, in Joules
        Mb = Mass of the Bullet, in Grams
        Mv = Muzzle Velocity, in Meters/Second
  Em = 0.5 * (Mb / 1000) * (Mvf * 0.3048) ^ 2
        Mvf = Muzzle Velocity in Feet/Second
  Em = 0.5 * (Mbg / 15432) * (Mvd * 0.3048) ^ 2
        Mbg = Mass of the Bullet, in grains
  Em = 0.5 * (Mbo / 35.27) * (Mvf * 0.3048) ^ 2
        Mbo = Mass of the Bullet, in ounces
  Em = Emfp * 1.3558
        Emfp = Energy at Muzzle, in Foot-Pounds
 
 

Armor Penetration Efficency Table
 
Energy          Damage  Armor Penetration by Ammunition Type
                        Ball    Max Armor       DS      Max Armor
 
    0-56         0      Nil     None            1-Nil   None     None
   57-506        1      Nil     None            1-Nil   None     None
  507-600        2      Nil     None            1-Nil    1       None
  601-1406       2      1-Nil   1               1-2-Nil  1       None
 1407-2000       3      1-Nil   2               1-2-Nil  2       1
 2001-2756       3      2-Nil   1               1-2-Nil  2       1
 2757-3000       4      2-Nil   1               1-2-Nil  3       1
 3001-4556       4      2-3-Nil 1               1-2-3    3       1
 4557-5000       5      2-3-Nil 2               1-2-3    4       2
 5001-6805       5      2-4-6   2               1-3-5    4       1
 6807-7000       6      2-4-6   2               1-3-5    5       1
 7001-9506       6      2-3-4   2               1-2-3    5       2
 9507-12656      7      2-3-4   3               1-2-3    6       3
12657-16256      8      2-3-4   3               1-2-3    7       3
16257-20000      9      2-3-4   4               1-2-3    8       4
20001-20306      9      2-2-3   4               1-1-2    8       8
20307-24806     10      2-2-3   4               1-1-2    9       9
24807-29756     11      2-2-3   5               1-1-2   10      10
29757-35156     12      2-2-3   5               1-1-2   11      11
35157-41006     13      2-2-3   6               1-1-2   12      12
41007-47306     14      2-2-3   6               1-1-2   13      13
47307-50000     15      2-2-3   7               1-1-2   14      14
50001-54056     15      2-2-2   7               1-1-1   14      14
54057+          E^.5/15 2-2-2   (Dam/2)-1       1-1-1   Dam-1   Dam-1
 
From this table we can figure out how to play min-max games with the
system.  First off, it's obvious that DS ammo is superior to ball for
any energy 507J and up.  If we're going to use ordinary ammunition, for
cost or historical accuracy reasons (or because we don't think it's
sane to fire DS from a revolver), unless we can get the energy over
4557J, it's best to keep the weapon's final energy in the 1407J to 2000J
range, as this offeres the most efficient armor penetration.  The use
of specialized ammunition (DS, HEAP, HE, or Tranq) avoids this "blip"
on the damage/penetration curve, with more powerful rounds being
uniformly better.
 
When looking at ranges longer than close range, there is another "blip"
in the table.  The last column (showing long range for DS ammunition)
shows this artifact, although it is present at extreme range as well, and
at long range for conventional ammunition.  In these cases, increasing
the energy over 5000J will *reduce* the round's armor penetration
ability, unless the energy is raised to 7001J or more.  So there is
another "sweet spot" in the table, at 4557 to 5000J.  Also note the
big jump in armor penetration abbility at long range from 20000J to
20001J.  The table below summarizes the optimum energies I've derived.
 
Best Energies
Energy  Type    Damage  Penetration     Max Armor
57J     Ball    1       Nil             None
507J    DS      2       1-Nil           1       None
1407J   Ball    3       1-Nil           2       None
        DS      3       1-2-Nil         2       1       None
2757J   DS      4       1-2-Nil         3       1       None
4557J   Ball    5       2-3-Nil         2       1       None
        DS      5       1-2-3           4       2       1
7001J   DS      6       1-2-3           5       2       1
20001J  DS      9       1-1-2           8       8       4

Guy "Wildstar" Garnett / wildstar@quark.qrc.com