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Messages - Zucchini

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1
The habitat-based leathers seem like they don't need to be differentiated, as those names are pointlessly weird. Especially since the mechanics are written as identical anyway; it makes far more sense to just stick with animal-specific for these things.

[ . . . ]

Dog fur seems logical enough in long-furred breeds though. I think the lack of usage is largely for sentimental reasons, since wolf furs are common and prized and some breeds of dogs have fur very similar to that of wolves. Mind, differentiating this stuff based on breed is a whole nother kettle of fish. The same could also be said of long-furred cattle but I think those breeds are rare enough to safely ignore.

Hyep.  You're right, it is kind of lame.  Coming back to it a few years later, I looked at it and wondered what made me think well enough of it to seriously consider it and put it in the spreadsheet.  Forget that noise.

So, now, older and wiser (yeah, right), I think I'm tending to think of it this way: mammal skins divided into (a) furred skins and (b) non-furred skins (or barely-furred skins, like regular short-haired cow).  Regular skins follow the rules I've talked about, while furred skins can render into either leather (following the naming rules) or fur (which are kept specifically animal-named).

Quote from: Zucchini
Research seems to indicate that smaller animal bones are actually stronger than larger animal bones, against all expectations,
Makes sense to me. A small animal has very little bone, so that bone needs to be strong. For a larger animal, the strength of the material is less important since there's a lot of it, which is multiplying that strength (relative to the smaller animal) anyway.

Agreed.  I think my surprise was due to learning in grade school that bird bones were hollow, making them lighter and more well-adapted to flight.  So then, learning that bird bone is actually denser than ours, and of equivalent percentage of body weight, came as a surprise.  Damned feathery lizards.

2
Mod Releases / Re: The Deep Ones: Return of the Carp God
« on: June 20, 2015, 07:23:59 am »
Sorry for the necro, but thought I'd post that, using your mod, I'm getting some errorlog messages:

Code: [Select]
*** Error(s) finalizing the interaction CULTLEADER_DEEPONES
Error Initializing Text: raw/objects/text/secret_fish.txt
*** Error(s) finalizing the interaction CULTLEADER_DEEPONES
Error Initializing Text: raw/objects/text/secret_fish.txt
*** Error(s) finalizing the interaction CULTLEADER_DEEPONES
Error Initializing Text: raw/objects/text/secret_fish.txt
*** Error(s) finalizing the interaction CULTLEADER_DEEPONES
Error Initializing Text: data/save/Primia/raw/objects/text/secret_fish.txt
*** Error(s) finalizing the interaction CULTLEADER_DEEPONES
Error Initializing Text: raw/objects/text/secret_fish.txt
Impoverished Word Selector
*** Error(s) finalizing the interaction CULTLEADER_DEEPONES
Error Initializing Text: raw/objects/text/secret_fish.txt
*** Error(s) finalizing the interaction CULTLEADER_DEEPONES
Error Initializing Text: raw/objects/text/secret_fish.txt
Impoverished Word Selector

The game was also crashing when finalizing a world, but I can't be sure it was your mod causing it.  Still, thought I'd bring it up just in case.

EDIT: Oh, and I forgot to note that I guess raw/objects/text/secret_fish.txt is not in your archive.  I'm imagining it's supposed to be?

3
Mod Releases / Re: [0.40.24] Direforged Mod v1.3 - To the Hive!
« on: June 20, 2015, 07:16:01 am »
Alrighty, I'll fix those and check that mod.  Thanks, mang.

EDIT: Yep, sure enough, no secret_fish.txt file in the Deep Ones mod.  And removing it has gotten rid of the crashes.  Problem solved.

EDIT AGAIN!  Nope, I guess not.  I got the crash again, at the very last stage, finalizing sites, and this time (after fixing the things you mentioned) all I got in the errorlog was impoverished word selector.  Hmm.  No idea.

4
Very well, I will do that when I have it more complete.  Thank you NWK.

5
Mod Releases / Re: [0.40.24] Direforged Mod v1.3 - To the Hive!
« on: June 19, 2015, 10:13:48 pm »
Hey Knight Otu, I've been trying to gen a world and having it crash every time at the end, at the finalizing stage.

I'm not sure if it's your mod -- I'm just getting back into the game after a long break -- but I thought I'd check since the Shyhak are implicated in the error log and you mentioned they're new and possibly might have a hitch.  So, here's my errorlog:

Code: [Select]
*** Error(s) finalizing the reaction KO_DF_SHYHAK_SHINING_MARBLE
KO_DF_SHYHAK_SHINING_MARBLE:Unrecognized Item Token: BLOCK
*** Error(s) finalizing the reaction KO_DF_SHYHAK_KAOLINITE
KO_DF_SHYHAK_KAOLINITE:Unrecognized Item Token: BLOCK
*** Error(s) finalizing the interaction CULTLEADER_DEEPONES
Error Initializing Text: raw/objects/text/secret_fish.txt
*** Error(s) finalizing the reaction KO_DF_SHYHAK_SHINING_MARBLE
KO_DF_SHYHAK_SHINING_MARBLE:Unrecognized Item Token: BLOCK
*** Error(s) finalizing the reaction KO_DF_SHYHAK_KAOLINITE
KO_DF_SHYHAK_KAOLINITE:Unrecognized Item Token: BLOCK
*** Error(s) finalizing the reaction KO_DF_SHYHAK_SHINING_MARBLE
KO_DF_SHYHAK_SHINING_MARBLE:Unrecognized Item Token: BLOCK
*** Error(s) finalizing the reaction KO_DF_SHYHAK_KAOLINITE
KO_DF_SHYHAK_KAOLINITE:Unrecognized Item Token: BLOCK
*** Error(s) finalizing the interaction CULTLEADER_DEEPONES
Error Initializing Text: raw/objects/text/secret_fish.txt
*** Error(s) finalizing the reaction KO_DF_SHYHAK_SHINING_MARBLE
KO_DF_SHYHAK_SHINING_MARBLE:Unrecognized Item Token: BLOCK
*** Error(s) finalizing the reaction KO_DF_SHYHAK_KAOLINITE
KO_DF_SHYHAK_KAOLINITE:Unrecognized Item Token: BLOCK
*** Error(s) finalizing the interaction CULTLEADER_DEEPONES
Error Initializing Text: raw/objects/text/secret_fish.txt
*** Error(s) finalizing the reaction KO_DF_SHYHAK_SHINING_MARBLE
KO_DF_SHYHAK_SHINING_MARBLE:Unrecognized Item Token: BLOCK
*** Error(s) finalizing the reaction KO_DF_SHYHAK_KAOLINITE
KO_DF_SHYHAK_KAOLINITE:Unrecognized Item Token: BLOCK
*** Error(s) finalizing the reaction KO_DF_SHYHAK_SHINING_MARBLE
KO_DF_SHYHAK_SHINING_MARBLE:Unrecognized Item Token: BLOCK
*** Error(s) finalizing the reaction KO_DF_SHYHAK_KAOLINITE
KO_DF_SHYHAK_KAOLINITE:Unrecognized Item Token: BLOCK
*** Error(s) finalizing the interaction CULTLEADER_DEEPONES
Error Initializing Text: data/save/Primia/raw/objects/text/secret_fish.txt
*** Error(s) finalizing the reaction KO_DF_SHYHAK_SHINING_MARBLE
KO_DF_SHYHAK_SHINING_MARBLE:Unrecognized Item Token: BLOCK
*** Error(s) finalizing the reaction KO_DF_SHYHAK_KAOLINITE
KO_DF_SHYHAK_KAOLINITE:Unrecognized Item Token: BLOCK
*** Error(s) finalizing the interaction CULTLEADER_DEEPONES
Error Initializing Text: raw/objects/text/secret_fish.txt
*** Error(s) finalizing the reaction KO_DF_SHYHAK_SHINING_MARBLE
KO_DF_SHYHAK_SHINING_MARBLE:Unrecognized Item Token: BLOCK
*** Error(s) finalizing the reaction KO_DF_SHYHAK_KAOLINITE
KO_DF_SHYHAK_KAOLINITE:Unrecognized Item Token: BLOCK
Impoverished Word Selector
*** Error(s) finalizing the reaction KO_DF_SHYHAK_SHINING_MARBLE
KO_DF_SHYHAK_SHINING_MARBLE:Unrecognized Item Token: BLOCK
*** Error(s) finalizing the reaction KO_DF_SHYHAK_KAOLINITE
KO_DF_SHYHAK_KAOLINITE:Unrecognized Item Token: BLOCK
*** Error(s) finalizing the interaction CULTLEADER_DEEPONES
Error Initializing Text: raw/objects/text/secret_fish.txt
*** Error(s) finalizing the reaction KO_DF_SHYHAK_SHINING_MARBLE
KO_DF_SHYHAK_SHINING_MARBLE:Unrecognized Item Token: BLOCK
*** Error(s) finalizing the reaction KO_DF_SHYHAK_KAOLINITE
KO_DF_SHYHAK_KAOLINITE:Unrecognized Item Token: BLOCK
*** Error(s) finalizing the interaction CULTLEADER_DEEPONES
Error Initializing Text: raw/objects/text/secret_fish.txt
*** Error(s) finalizing the reaction KO_DF_SHYHAK_SHINING_MARBLE
KO_DF_SHYHAK_SHINING_MARBLE:Unrecognized Item Token: BLOCK
*** Error(s) finalizing the reaction KO_DF_SHYHAK_KAOLINITE
KO_DF_SHYHAK_KAOLINITE:Unrecognized Item Token: BLOCK
Impoverished Word Selector

As you might be able to tell, I've also got IndigoFenix's Deep Ones mod installed, and, not obviously, Eotyrannus's Saur Fortress too.  So it could be them, but I thought I'd check with you first.

EDIT: Oh, also, I have been using custom-designed PW worldgen file, just in case that matters.

6
So, a couple of years ago I started a project to do some serious research in engineering, scientific and medical sources on the properties of a whole lot of materials, from metals and wood to skin, bones, hooves and hair, with the goal of coming up with more detailed and accurate numbers to plug into all these things, and perhaps hopefully to submit to Toady for use in the raws.

I came up with a rather lengthy document of carefully-sourced discussions on each type of organic tissue/material, as well as most inorganics, coming up with final suggested numbers.

---

In tandem with that, I was also working on coming up with an elegant, if more complex, solution to the skin/leather tanning problem.  I had mixed feelings about mods that flat-out genericized all leather, since I like some forms of leather/fur to be special, but I didn't want to see one-humped camel leather and blue jay leather and so on.

So I also came up with a tentative rework of the skins and tanning system, organizing and rationalizing skins and leathers such that most mundane leathers are genericized as "leather," but more interesting creatures not only retain their specificity in names, but have better stats where appropriate.  The system significantly reduces clutter and the length of the leathers list, eliminates inappropriate leathers like worm and blue jay leather, and shortens arguably-unnecessarily-long name lengths for many mundane leathers.

Anyway, RL stuff happened and it dropped off.  I'm thinking of picking up the project again, so I was hoping you guys could clue me in on what changes in those areas we've seen since 34.xx.  (I do know that Toady has mentioned that he intends to do something about skin quantity, since a cat currently drops as much skin as an elephant.)

And I'd like to hear some honest opinions on how useful and worthwhile this stuff is.  If it is considered so, I'd very much welcome further input and even collaboration on it -- the spreadsheet and research notes are currently open to commenting.

LINK: Materials Spreadsheet (Google spreadsheet -- open to commenting)
LINK: Notes and References on Material Physical Characteristics (Google doc -- open to commenting)

(They're the same links as those in the paragraphs above. Note that the "mountain leather" and "savanna leather" thing is just a brainstorming idea as a possibility for a greater level of genericization, but I am not at all sure I like it any better than other options.)

I do entertain the likely-vain hope that this could be noticed by the Toad on high and incorporated.  I think it's a good and necessary thing.  What you guys think?

7
DF Modding / Re: FOR DAHRNOSAUWRS AND DORFS: SAUR FORTRESS
« on: June 18, 2015, 02:10:21 pm »
YES.  I like this.

8
DF General Discussion / Re: Bio/material mechanics questions
« on: January 05, 2013, 04:27:34 pm »
Oh my. 

Apologies for the apparent snub.  It's just that some fields have "science" in their name, and some don't, and it has nothing to do with whether they're actually scientific or not.

Witness "political science."  "Lol."

"Material science" is the actual name of the field as far as I've been made aware -- it wasn't meant to imply physics or biology are not scientific.  They just don't have it in their name.  :P


Tangent: Funny but true anecdote on the difference between "political science" and history students
Spoiler (click to show/hide)


Well, I do recommend that you look at:

[link to SanDiego's Tissue Rebalance mod]

due to its effectiveness at re-working bone, tissue, and other biological matter structures to much more appropriate levels.
Oh yeah, I use it in my own build.  Great stuff!


I suppose I'm probably qualified to answer this, given that I actually have a degree in Materials Science now . . .

The 0.2% offset method of calculating yield strength is commonly used for metals.  Going by that test (but mostly my own eyeballs), the graph for tendon never really yields at all, and the graph for rhinoceros skin either doesn't yield or yields just barely before failing.  The graph for cat skin looks more like the kind of stress-strain curve you'd get off an elastomer (rubber), which can't really use the same framework of elastic modulus/yield strength/ultimate strength that we use for metals. 

Note: in stress-strain plots from actual experiments, there's often a little non-linearity at very low stresses (e.g. the plot for rhinoceros skin).  You can usually just ignore that- sometimes it's from slack being taken up in the testing apparatus, or maybe there's other reasons, but it will usually switch almost immediately to proper linear elasticity. 

I'm trying to come up with a good way to phrase this, but I basically suspect that for a lot of skin types there's really no sensible way to fit them into the standard elastic modulus/yield strength/ultimate strength model used in DF (and a lot of actual engineering).  That model works well as a very simple model for metals and ceramics (ceramics and other brittle materials obviously having a yield strength equal to their ultimate strength), but squishy polymers (and fiber-strengthened soft tissue) just don't react to stress the same way.  If you define "yield strength" as the stress at the onset of plastic deformation, it gets even worse, since it's quite possible that an elastomer (or, as the case may be, cat skin) doesn't permanently deform at all until it fails completely (at least in a short-term test, but if you want to be more accurate we have to get into slow-deformation-over-time processes like creep and stress relaxation that aren't even used in DF at the moment and are even more annoying and aargh I'm probably putting way too much thought into this). 
Nonono, huge thanks!  That's exactly the kind of advice I need on it, so much appreciated.  I feel I have some better guidance for eyeballing DF-workable "Yield" numbers now (despite the problematic nature of the whole thing that you and Squishynoob describe).

The problem is that when coding the combat engine, I believe Toady has cut corners regarding elasticity. It becomes evident if you fiddle with the raws enough. [ . . . ]

Yep, I've been made aware of the how DF's framework really doesn't handle organics well (because, as you guys point out, it treats them all like inorganics, and the whole thing on elasticity/yield).  However, that specific advice you give will be very helpful as well, so thanks.  With all the relevant info shotgunned all over the forum, it's nice to have it crystallized like that.

Here's to hoping Toady implements the physics better!  I suppose it may be a waste of time, but if he does ever improve them, this research may come in useful.  Until then, though, the short-term less-ambitious intent for it is to be the basis for skin/leather variation.  I'll have to figure out exactly how much I can reasonably vary this or that in terms of DF's current paradigm once I've got a reasonable set of numbers to work with.

@Lich180 -- I've never seen that graphic.  It's great!  Just need to get poli sci on there...

9
DF General Discussion / Bio/material mechanics questions
« on: December 31, 2012, 05:51:38 pm »
Hi all.

I'm working on a set of real-world physics numbers for my own use and for anyone else who would see fit to use them, possibly even for submission to Toady.

But I'm not in the science department.  I'm in the history department.  Yes, Martha, I'm not the history department, I'm in the history department.  And I need someone in the math biology department.

(10 points to anyone who gets that reference...  ;) )

But actually, sort of the crossroads of material science/physics and biology departments.

So, being something of a SIMP, I'm going to need help.  Can you people literate in the appropriate areas give me a bit of advice?

First problem:

I want to come up with real-world Yield, Fracture and Strain at Yield values for bone, skin, and other keratinous, collagenous and bone-based biomaterials.  Unfortunately, the viscoelastics are nowhere near as straightforward to read as inorganics.  And if I use the "yield" value most papers give, it'll distort the results such that organics are brittle.

So, the question is, how do you read an appropriate, relevant Yield value from the stress/strain diagram of a viscoelastic material?


Note that, since in DF we're talking about axe surgery and not plastic surgery, we're really not concerned about the lower yield-to-viscoelastic deformation "yield" that most of the literature talks about, but rather to the yield-to-beginning-of-failure that is more like inorganic yield (i.e., where the material is strained past the point of its ability to elastically deform, therefore straining plastically and damaging it).

But the stress/strain diagrams and the literature really don't give clear guidance on this.  At all.  So, as a matter of the question applied to concrete example, what Yield values should be estimated from visually reading the stress/strain diagram below?

Eyeballing it, here's what I got, but I'm really not very confident at all with my understanding of what we should treat as the Yield point for collagenous/viscoelastic stuff:

Tendon: 16.5 MPa or so (from where I see the 'crook' in the curve before it goes linear up until failure)
Rhinoceros Skin: about 25 MPa?  (from about where the direction of the curve changes from concave to convex)
Cat Skin: about 8 MPa

Am I totally off on these?






This is a sort of repost of the question from the modding forum.  And as I said there, I will be obscenely grateful for your help.  And as I clarified there, I mean grateful to an obscene degree, not in an obscene way.  (!)

10
DF Modding / Re: Material science and biomechanical questions
« on: December 31, 2012, 05:12:24 pm »
Alright, well, winter break just about over, and back to the grindstone.

Thanks for the info, Urist on metals and such.  I only wish the organics were relatively straightfoward like that!

As for the viscoelastics, I think I'm probably asking these questions in the wrong subforum, given that they're a few steps prior to modding anyway, and there are probably biology/engineering-minded types who don't check the modding subforum who might be able to answer.

I'll repost this question (and probably later questions) in the...  general discussion? thread.

11
DF Modding / Re: Material science and biomechanical questions
« on: December 19, 2012, 03:53:42 pm »
As interesting as obscene gratefulness may sound, I doubt ill be much help here.
Hehe, that sounded so wrong.  Er, I mean grateful to an obscene degree, not, um, grateful in an obscene way!   :P

Quote
I asked myself a lot of similar questions when making a number of materials meant to represent medieval irons and steels, taking into account the fact that those were inconsistent in composition, heat treatement as well as confusing materials like laminated and pattern welded steel. Didnt go so well, while I found a variety of information on the composition of various medieval artifacts I had no idea how that would translate into the materials behavious much less how to put that in DF raw numbers.
I know totally what you mean.  Fortunately, I started researching it stubbornly and found that it's actually a lot simpler than I was thinking.  (Unless I think I understand it and I don't!)  No horridly complex formulae necessary -- at least most values.  Just use the stress values straight off the SS diagrams, converted to KPa.  (Shear and torsion do seem horridly complex, though,  and I have no grasp on them at all -- but Urist Da Vinci's clarification about metals having the same characteristics for all stress types at least eliminates that confusion for metals, again if I understood correctly.)

The biggest mystery for me was the weird STRAIN_AT_YIELD value, for which the wiki and most everything else I was finding on the forums was pretty cryptic and unhelpful.  Turns out it's extremely simple and straightforward how Toady rendered it -- just a direct rendering of the percentage strain such that: 1% = 1000, 0.3% = 300, etc.

I tested my understanding of Young's modulus and strain at yield as Toady is using them by recalculating iron's strain at yield from the YM that Toady listed, and got the same number he did, so I did a little dance of joy.  Baby steps, baby steps.

Quote
I vaguely recall charts like that one, and think that the point where it becomes permantely deformed is the part where the line stops going steeper and starts to flatten off (in the rhino skin case around 12MPa I guess?), and that the point where line stops is where the material also stopped and went snap. Which means you cant realy get much useful information out of that chart for cat skin and tendons, beyond which is more or less elastic.

Yep, that's the normal rule as I understand it as well.  BUT THEN!  Just when you thought it was safe to enter the water!  You get a new complexity with collagen-based organics (most of them) -- "viscoelasticity."

Basically it means that with viscoelastics there's an additional stage of semiplastic elasticity inbetween simple elastic deformation and full-on damaging plastic deformation, where the collagen fibers straighten out and reorient themselves and sort of rapidly creep, but in a recoverable way.  Meaning that in an hour or two they'll regain their original shape, though there will be micro-level damage.

It's really cool, actually.  Nature is amazing.

But anyway, this means, if I understand it correctly (reasonably level of confidence) there are essentially two yield points with stretchy organics.  One that is a yield-to-viscoelastic-deformation point, where simple elasticity ends and we go into this plasticity that isn't permanently damaging but will take a while to recover, and then the yield point we are familiar with from inorganic materials -- the yield-to-beginning-of-failure point where we get tearing, necking, etc. onto fracture/failure.

What this means in DF terms, I'm not completely sure (and now mentioned, I am in need of advice on that too), but it does imply that it might be functionally inaccurate to use the yield-to-viscoelastic-deformation point as our Yield for stretchy organics.  I'm very spotty on this, but if I understand correctly (low confidence here), if we use that earlier yield point, we'll get materials that look to DF like they're not stretchy at all, because the STRAIN_AT_YIELD values will be super low, like 1-2% as opposed to the 30-50% that skin does stretch before failure.  (Skin elastin really only gives very little macro-level skin elasticity.)

So I do strongly suspect that the implication of that is that we should be using the higher yield-to-beginning-of-failure point.  But most sources don't seem to look at that.  (A lot of them are cosmetic surgery ones where the big concern is the earlier viscoelastic yield point, or studies with live subjects where for obvious reasons they couldn't strain to failure.)  Thus, my question.

As a side note, apparently even hair, which is keratin, not collagen, does this too, albeit with a different mechanism -- if you stretch it out into its the early part of its plasticity slope, it stretches plastically (i.e., gets damaged), but then if'n you put it in water, it will recover (wholly or partially, not sure -- I didn't care to read scientific papers on hairstyling any further on the point, bleah).

Quote
I should also mention I dont think DF tendons even use the material properties in case you were trying to collect that data as well.
I'm doing everything else, so, since the data shows up incidentally as I look up other things, I thought I might as well keep it and throw it in.   :D

12
DF Modding / Re: Material science and biomechanical questions
« on: December 19, 2012, 02:38:55 am »
Hrm...  that was long-winded.  Sorry bout that.

So...  Anyone got any tips for me on the best way to read an appropriate yield point from a viscoelastic stress-strain diagram like the one linked above this one, along with values you'd come up with for the three materials described (see my post a few posts back for full question)?  I'd be obscenely grateful!  :D



Just in case curious, images of what I'm doing with the data:





tia



EDIT: Linked image of SS diagram instead of linking to source PDF.

13
DF Modding / Re: Material science and biomechanical questions
« on: December 17, 2012, 01:18:53 am »
Actually, approximating to existing materials isn't quite what I've got in mind.  For part of my project, I'm creating a number of new organic material templates, and am getting a selection of real-world skin mechanical values for fairly representative animals so that they can be used as an informed basis for variant skin categories (say, SKIN_TOUGH, SKIN_WEAK, SKIN_MONSTROUS, SCALE_THICK, etc.).  Bones, teeth, etc. too.

For the other part, it's coming up with specific values for where there are only approximates, and more accurate values for where the values there are inaccurate.

Yeah, it's OC and not strictly necessary.

I do understand some discrepancies may not truly matter from an in-game perspective, but that may not always be the case, and a body of decently-accurate (hopefully) data might be the basis for future refinement of how the game handles them.  It's not my choice, for sure, but it can't hurt for it to be "out there" in case Toady finds it useful and doesn't have a lot of time for a bunch of time-consuming research.

And, yeah, again, since there are a lot of unknowns on how the game handles things, more realistic values might be counterproductive (at least for the time being), so the intent for the practical/playable side of this would be a second set of compromise values.

Anyway, I'm looking at a lot of these sorts of papers and compiling the data into a reference spreadsheet, and so the cat/rhino/tendon thing is just examples from that one paper.

So that's sort of the background to why I'm asking for help with whether I'm getting it right for estimating Yield to beginning-of-failure from stress-strain diagrams for viscoelastics, or if there's a better way to estimate them from the diagrams.

14
DF Modding / Re: Material science and biomechanical questions
« on: December 16, 2012, 03:15:41 pm »
Awesome.  Thanks so much, UDV!  That is hugely helpful, and explains why there were just no handles on this "work of fracture" thing I could seem to grab onto -- it's implicating different properties and processes related to, but different from, the simpler stuff I'm working with here.  I'll just leave that property in the drawer where it belongs.


IRL, there isn't a seperate yield strength or ultimate strength for each loading method (tensile, bending, shear, torsion, etc.) for most metals. We just use one overall yield strength and ultimate strength. There is also only one young's modulus (and strain at yield is derived from it, not the other way around!). Things like concrete, rocks, and glass do have different tensile, compressive, and bending strengths because they can withstand much more compressive loading than tensile (see http://en.wikipedia.org/wiki/Flexural_strength ). This is probably why Toady made the decision to have multiple sets of properties grouped by loading method.

This is also good to know, as my friend and I (mostly my friend) has been researching proper metal mechanical values, and it definitely simplifies things a bit to know that those values (for most metals) should be the same for different loading methods.


--------

Now, another question, this one on reading stress/strain diagrams for viscoelastics, and trying to figure out a relevant yield point on them.  (Viscoelastics are apparently really tricky about that.)

Question: What Yield values would you estimate from visually reading this stress/strain diagram?

Eyeballing it, here's what I got, but I'm really not very confident at all with my understanding of what we should treat as the Yield point for collagenous/viscoelastic stuff:

Tendon: 16.5 MPa or so (from where I see the 'crook' in the curve before it goes linear up until failure)
Rhinoceros Skin: about 25 MPa?  (from about where the direction of the curve changes from concave to convex)
Cat Skin: about 8 MPa

Am I totally off on these?

15
DF Modding / Re: Material science and biomechanical questions
« on: December 15, 2012, 11:37:04 pm »
Ah, yeah, I've been following the ranged combat/railgun thread.  Definitely a lot of good info to know.

Thanks for the heads-up on the shear values.  I'll have to look up exactly what it is, but I'm definitely aware that the game may not play nice with fundamental shifts in material properties (obviously some more than others).

I haven't completely decided, but my general intent has been to (again, as Arkhometha did) make two versions: one with proper values, and one with values adjusted to DF's quirks.  The former mostly in the hope that it is there for when it becomes useful.  (If this project seriously gets off the ground, I may submit it and its references to Toady.)

----

Anyone have advice on that "work of fracture" property and if there are any DF-usable properties we might derive from it?

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