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Author Topic: Proper bronze, steel, bone and obsidian elasticity data  (Read 9371 times)

Numancio

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Re: Proper bronze, steel and bone elasticity data
« Reply #15 on: April 12, 2015, 10:28:25 am »

This game's community already derived the density of Saguaro cactus ribs, who among us is willing to discover the effects of forging iron tools on a magma smelter?
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Ops Fox

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Re: Proper bronze, steel and bone elasticity data
« Reply #16 on: April 12, 2015, 12:57:29 pm »


EDIT:  (Actually, it looks like magma often contains magnesium, which would be a useful addition to steel)
EDIT2:  (No, I'm thinking of manganese)

Magnesium may not be used in steel as an alloy but it is used as a desulfator, which improves the grain of steel.
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Putnam

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Re: Proper bronze, steel and bone elasticity data
« Reply #17 on: April 14, 2015, 03:35:37 am »

Added obsidian.

Putnam

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Re: Proper bronze, steel, bone and obsidian elasticity data
« Reply #18 on: December 24, 2015, 01:09:35 am »

this is still a thing

i think bumping's appropriate

Shazbot

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Re: Proper bronze, steel, bone and obsidian elasticity data
« Reply #19 on: December 30, 2015, 02:16:18 pm »

May I ask what specific alloys you are referencing with your bronze, iron and steel, and if your data accounts for work hardening / tempering?
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Putnam

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Re: Proper bronze, steel, bone and obsidian elasticity data
« Reply #20 on: December 30, 2015, 05:29:42 pm »

May I ask what specific alloys you are referencing with your bronze, iron and steel, and if your data accounts for work hardening / tempering?

Bronze I got the shear modulus from here. I made sure to check if their young's modulus for bronze matched up with the in-game amount of 110 GPa, which it did perfectly. From that, I just calculated the bulk modulus as described in the post.

Where I got the steel data is in the post.

Iron I used the in-game data and did some calculations based on some stuff I found online. All the data online just uses tensile strength and bases everything else on that, so I looked up what compressive strength was in comparison to tensile strength (about 4 times) and shear strength compared to tensile strength (apparently, sqrt(1/3) for isomorphic materials like all of 'em are assumed to be in DF), then made sure to keep significant figures in account. There's an explanation in that post too.

nanomage

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Re: Proper bronze, steel, bone and obsidian elasticity data
« Reply #21 on: December 30, 2015, 10:34:25 pm »

i belive you meant to say isotropic
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Dwarfu

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Re: Proper bronze, steel, bone and obsidian elasticity data
« Reply #22 on: December 30, 2015, 11:04:38 pm »

Thanks for this.  PTW.
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Putnam

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Re: Proper bronze, steel, bone and obsidian elasticity data
« Reply #23 on: December 31, 2015, 06:07:40 am »

i belive you meant to say isotropic

yes

AceSV

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Re: Proper bronze, steel, bone and obsidian elasticity data
« Reply #24 on: December 31, 2015, 10:12:16 pm »

Are wood and cloth on your to-do list? 
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Putnam

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Re: Proper bronze, steel, bone and obsidian elasticity data
« Reply #25 on: December 31, 2015, 10:42:38 pm »

No, those things have some properties that dwarf fortress currently cannot represent accurately (anisotropy chief among them)

Sergarr

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Re: Proper bronze, steel, bone and obsidian elasticity data
« Reply #26 on: January 01, 2016, 06:43:27 am »

No, those things have some properties that dwarf fortress currently cannot represent accurately (anisotropy chief among them)
Same could be said of all material properties, really. The way the interaction of materials works (as in, during a weapon striking an opponent) has made me, as a physicist-engineer, cry tears. While it's certainly good to make numbers more realistic, I doubt it would make the simulation more realistic.
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Kumil

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Re: Proper bronze, steel, bone and obsidian elasticity data
« Reply #27 on: January 01, 2016, 07:53:10 am »

I'm not the smartest one here, and I fail to see what would be the in-game implications of this, so my question is : would this produce more realistic combat results (i.e. No more bone fractured by thrown strawberries, etc...) ?
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Deboche

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Re: Proper bronze, steel, bone and obsidian elasticity data
« Reply #28 on: January 01, 2016, 08:20:40 am »

This is great stuff but can we get the layman translation of what this means in terms of effectiveness of stuff made from these metals?

Also, if this is to be implemented we might as well get armor and weapons that break and get damaged as they're used.
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Putnam

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Re: Proper bronze, steel, bone and obsidian elasticity data
« Reply #29 on: January 01, 2016, 03:43:07 pm »

I'm not the smartest one here, and I fail to see what would be the in-game implications of this, so my question is : would this produce more realistic combat results (i.e. No more bone fractured by thrown strawberries, etc...) ?

No, there's deeper problems there than raws can edit, as Sergarr implied.

This is great stuff but can we get the layman translation of what this means in terms of effectiveness of stuff made from these metals?

Also, if this is to be implemented we might as well get armor and weapons that break and get damaged as they're used.

Bronze and steel are both slightly less rigid, I think.
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