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Damage built from
published impact mechanics

Nothing in this simulation has a hit-point bar: a hull cell is priced in joules, and a ship part (an engine, a tank) banks the energy it absorbs against a strength in joules and breaks when the bank is full. A collision arrives carrying energy, and every outcome it can buy — a fold, a tear, a thrown fragment, a degree of heat, a cubic metre of excavated rock — has a price taken from the materials literature. When the energy is spent, the damage stops.

Counted in the build of 28 October 2026 (its damage-cause, damage-type and ground-material tables).

A wrecked airframe lying broken on a dark plain under an aurora
What the model is for: deciding which parts of a hull leave it, how large the pieces are, and where the energy went. Photograph — the Sólheimasandur wreck, Iceland. A real airframe, not a render.
Nomenclature — every symbol used below

σp projectile strength, Pa · σc target strength, Pa · ρp projectile density, kg/m³ · V impact velocity, m/s · Ea absorbed energy, J · wp specific plastic work, J/m³ · Gc critical energy release rate, J/m² · ε̇ strain rate, s⁻¹ · KIc fracture toughness, Pa·m½ · c wave speed, m/s · β Taylor–Quinney coefficient, dimensionless · ρcp volumetric heat capacity, J/(m³·K) · Z scaled distance, m/kg⅓ · R standoff, m · W charge mass, kg TNT-equivalent · ex specific excavation energy, J/m³.

A dimension of 1 means dimensionless.

Mode selection — the impact regime

σp+ρp⁢V2≷σc

σp projectile strength · ρpV² dynamic pressure · σc target strength

This inequality sorts each hit into a soft one (the striker is spent, the target survives) or a hard one (the target loses material), evaluated per component rather than per ship. Hit angle, free edges and part size then choose the shape of the damage; how much damage there is, the energy ledger below decides.

How it works

Grazing hits: incidence angle is not in the inequality, so a grazing hit and a square one at identical speed would classify identically. Grazing is tested separately, on the hit angle — the difference between a hull that skids and one that craters.

The energy ledger

Ea=Epl+Esep+Efrag+Eheat+Eexc

Ea absorbed energy · the five sinks: plastic work, separation, fragment kinetics, heat, excavation

The budget is the whole design. The absorbed energy is divided between the hull (cells removed, metal bent, parts broken), thrown fragments, heat and the ground, so granite craters less than sand because granite costs more, not because a table says granite is tough. Heat is not a separate purchase: it is about nine tenths of the metal-bending work and four tenths of the tearing work at crack tips. The game’s own books also show a leftover share that no outcome has claimed yet, and it can be large.

How it works

Absorbed, not total: Ea is the absorbed energy, not the kinetic energy. A ship that bounces keeps most of its ½mv². Spending the total instead of the absorbed fraction would over-damage every glancing contact.

Outcomes are bought in order of price until the energy runs out. Part way through, the ground changes from sand to granite and nothing else is touched — watch the crater collapse.
The numbers Available energy climbs across four decades and each sink is bought at its own price as it becomes affordable, saturating when there is no more of that outcome left to buy — the crumple volume runs out, then the surface a hull can create runs out, and everything past that goes into the ground. No branch in the film reads the material’s name: granite craters less because a cubic metre of it costs 112× what sand costs. The readout prints the closure: the four purchased terms sum to Ea, every frame, to 100.0 %. Note that heat is not a fifth additive sink: it is where the plastic work went, so it is drawn as a dashed line over the plastic band rather than as a competing band. Illustrative constants. Not the shipped chain.

Plastic work — the fold

Epl=wp⁢Vol

wp specific plastic work, J/m³ · Vol volume actually deformed, m³

Crumple is the cheapest outcome per joule and therefore the one most impacts buy. The volume is measured from the geometry that moved — destroyed cells at full volume, dented cells at their dent depth — never inferred from the energy.

How it works

Measured, not inferred: deriving the deformed volume from the energy cancels the energy out of the temperature entirely, and the hull then heats by a fixed amount regardless of how hard it was hit. The measurement keeps the thermal term honest.

What you will actually see: a dent is stored by displacing the corners of the voxel lattice, and how far a corner may move is a tuning decision rather than a law of the format. Ships imported at 0.125 m resolution allow up to 0.375 m of cumulative displacement per corner — about 0.85 % of a 44 m hull — which is why deep crumple reads as a wide fold rather than a deep pit. The wider cap produced fewer inverted faces than the coarser hull it refines. Editing vertices by hand is capped separately and more tightly, at one cell. A destroyed cell, by contrast, removes its whole volume. So removal is the only outcome whose visible amplitude clears the cap — and on the heaviest impacts the fold may receive no energy at all — which is why heavy damage reads as cut blocks rather than as folded metal. The ledger accounts for the energy; it does not describe what the surface ends up looking like.

Separation — tearing costs area

Esep=Gc⁢A

Gc critical energy release rate, J/m² · A new surface created, m²

Tearing is priced by the surface it creates, which is why a long clean split can cost less than a small ragged one. Separation is expensive and therefore rare — most impacts cannot afford it, which is the correct outcome and the reason hulls dent far more often than they tear.

How it works

Correction: using JIc here overprices separation by orders of magnitude for a thin plate. Separation is expensive only when it genuinely tears — not when it shears along a seam the builder already put there.

Fragmentation — how many pieces, and how big

s∝(KIcρcε̇)2/3

s characteristic fragment size · KIc fracture toughness · ε̇ strain rate · ρc density × wave speed

Fragment size falls as strain rate rises — a fast impact makes many small pieces, a slow one makes few large ones. The sizes are drawn from a power law rather than an average, because an average fragment size produces a debris field that looks manufactured.

Known limitation

At the energies a landing accident produces, this law returns fragments of 11–33 cm, too small to see on a 44 m hull. What a player sees are the pieces that break away whole: each becomes its own body that tumbles and falls.

Strain rate climbs four decades; the block on the left is partitioned at the characteristic size the law returns. On the right is the law itself, log–log.
The numbers Sizes are drawn from a power law rather than an average, because an average fragment size produces a debris field that looks manufactured. The printed d log s / d log ε̇ is measured from two live samples of the solver, not asserted: it reads −0.667 because the law is a two-thirds power. The shaded band is 11–33 cm, where a landing accident actually lands — physically right and effectively invisible on a 44 m hull. Illustrative steel constants. Not the shipped chain.

Heat — where the plastic work goes

ΔT=β⁢Eplρcp⁢Vol

β ≈ 0.9, the fraction of plastic work becoming heat · ρcp volumetric heat capacity · Vol the volume it lands in

About nine tenths of plastic work becomes heat. The denominator decides whether that is visible: steel's ρcp is ~3.9 MJ/(m³·K), so spreading a 22 MJ crash over a 316 t hull raises it 0.09 K — correct, and completely invisible.

The physics

Why bulk crumple does not glow: confined to the cubic metres that actually deformed it is a few degrees; confined to the millimetres-thin skin a grind heats, it is hundreds of kelvin per second. Crash sites smoke and skidding hulls glow, from one equation.

Excavation — the ground has a price

Eexc=ex⁢Vol

ex specific excavation energy, J/m³ · per surface type, calibrated against Mellor’s dimensionless performance index Es/σc

A crater is energy spent lifting material out of the world, so it is billed to the impact. Sixty-three surface types carry physical properties, and the spread across rock, soil and sand is roughly 66 : 5 : 1.

Energy spent digging is energy not spent on the hull: hitting stone damages the ground less and the ship more, and no rule says so.

The physics

Why the spread is not a bug. That 66 : 1 was twice challenged as implausible — the intuition being that specific energy ought to track material strength in proportion. It does not, because soil and rock obey different laws, not different constants. Rock is fracture-controlled, so its specific energy falls as the removed fragment gets larger; soil is shear-and-lift controlled, so by Reece’s earthmoving equation its specific energy rises with cut depth. Opposite signs. Flattening the spread into proportionality would have been a regression dressed as a correction.

Blast — scaled distance

Z=RW3

Z scaled distance · R standoff, m · W charge mass, kg TNT-equivalent

Two charges produce the same overpressure at the same scaled distance, so one curve covers every charge size. Overpressure and impulse are read from it and handed to the same four-number reduction every other cause uses.

In the game, not yet seen on a hull. The RPG warhead uses this law: on detonation, every exposed hull cell whose reflected overpressure exceeds its crush strength is crushed, from the surface inward, until the charge’s energy is spent, and the warhead’s fragments add their own hits. The detonations played so far (build of 28 October 2026) had no hull within reach, so no blast crater has been seen yet. A blast that bends or snaps a whole ship from a distance is not in the game.

Damage budget of a real crash

This section showed cell counts from staged ground impacts on an imported 44 m hull. They are withdrawn: they came from an earlier, superseded energy reading that understated a real crash, and no build was named for them. A crash measured in a named build will take their place.

About these readings

The staged impacts were not what a player creates: a real crash excavates thousands of cubic metres. Several repairs have since landed in the damage chain (ship debris that had never appeared, detached chunks that vanished, a wing that could never break off, damage that was computed and then withheld), so read these as what a test harness recorded, not as what happens when you hit something.

The chain was being handed the ship’s velocity after the contact solver had already removed it — a 480 km/h impact reached the energy model as roughly 12 m/s, so every figure here was measured against about one percent of the real crash energy. That read has been corrected; the cell counts will rise. The figures are withdrawn and this account is kept, because a measurement that is quietly replaced teaches nobody why it was wrong.

The material catalogue

Every voxel in the game is made of something, and that something carries measured physical properties rather than a damage multiplier.

Three hundred-odd build materials each hold density, compressive and tensile strength, ductility, melting point and fracture toughness, sourced where a real analogue exists from the published datasheet for that alloy or mineral. Nothing in the model asks what kind of object it is hitting: a decorative panel and a structural plate behave differently because their numbers differ, not because a rule was written for each.

The numbers

The naval plate behind the hull is a 100 ksi-yield steel with its real yield, tensile and elongation figures. The aerospace aluminium is 7075-T6, at an ultimate tensile strength of 572 MPa. Gold is annealed gold: soft, heavy, and useless as structure. Glass fails elastically at a fraction of a percent of strain and has no plastic range at all, because that is what glass does. Materials that were never anticipated still behave sensibly, and a material that behaves absurdly is a wrong number — findable, and fixable — rather than a missing special case.

Material strength versus structural strength

A voxel is not a solid block of steel. It is a metre of structure — plate, rib and void — averaged into one cell, and a structure fails long before its material does. Using solid-material strength would build a ship that cannot be hurt, so the model uses published cellular-solid scaling instead. That mapping is a stated modelling choice constrained by the literature, not a law we claim to have derived.

The physics

An earlier build fed solid strength into the impact model: no ground in the game could take more than a few percent of a crash, so the hull kept almost none of it and every collision was survivable.

The fix is the distinction between material strength and structural strength, which is well-established physics — Gibson & Ashby’s cellular-solids scaling, and the superfolding analysis Wierzbicki and Abramowicz built for crushed box sections. The literature also says the mapping is not determined by density alone: at one fixed relative density, six standard topologies span roughly an order of magnitude in crush strength, because the exponent itself changes with how the cell is built.

A constraint we did not expect. The textbook-correct exponent for this load case is unusable here, for a reason that has nothing to do with physics: our fill fractions were assigned by asset-import batch, not by structure. Applied to those inputs the correct exponent inverts the material hierarchy and makes a wooden voxel stronger than a hull plate. That shipped briefly and an audit caught it. The exponent in the build is the largest one our inputs can carry without that inversion, the crossover is recorded as a number, and the real fix — correcting the inputs — is open work.

What the ledger does with that energy

The energy budget decides which cells leave the hull, what they become, and where the damage stops. Status, build of 28 October 2026: the first two changes below are in the game; the third was later reversed on purpose, as its own section says.

Pulverising is not fracturing

The mode selector used to send any sufficiently energetic impact down the powder path, because it asked whether there was enough energy to fracture the material and used the answer to select atomisation. The two are now separate outcomes: fracture below the pulverising threshold detaches Voronoi chunks that keep their own physics and fall.

How it works

The test was ½v² > K, where K is specific fracture energy. A logged 400 km/h impact produced no removed cells and spent none of its 520.83 MJ: half a gigajoule chose the powder path and produced nothing. Pulverising now requires the energy to reduce material to micrometre scale; the chunks keep mass, velocity and rotation.

Damage travels inward through layers

Damage no longer crosses one surface in a single pass. The hull is crushed from the point of contact inward as the obstacle moves through it; each cell is charged at its own material’s price, so a marble skin can shatter while the steel girders behind it stand, and the crash stops where the energy runs out.

How it works

Two mechanisms already existed: a 7×7×7 neighbourhood sample takes a count-weighted mean σ for the energy split with the dominant material for categorical properties, and survival is judged per cell, by that cell’s own material, so steel girders already stand where marble shatters. What both lacked was direction: a crater used to be priced and stamped in a single pass against one dominant material, so a nose of marble over plastic over girders was treated as one homogeneous shell whose survivors happened to differ. The crush described above replaced that single pass.

No cap on what one impact can remove

The energy of the impact alone sets the damage: there is no limit on how much of a hull one impact can remove. The largest connected piece always stays as the ship; pieces cut off from it fall away as debris.

How it works

This failed twice, by two unrelated routes. A connectivity pass once found 71 connected components and deleted all 70 detached pieces (11,816 cells); detached pieces now fall as debris instead. Separately, a cap on how much one impact may remove was tried here and removed again in October 2026: a cap lets a number, not the energy, decide how much breaks.

A fix that removed nothing

A repair for unbaked damage types was credited with resolving eleven reports but removed zero cells, for two independent reasons. It has been caught and the lesson kept.

How it works

It was priced at zero — every unbaked type was handed a purchase of zero, and the applier divides by it, so the requested volume was zero. And it was unreachable — an earlier branch skipped unbaked types before the applier was ever called. Its own diagnostic sat inside the branch the zero switched off. An instrument that goes quiet when it fails is worse than no instrument, because silence gets read as success.

How the numbers were checked

Roughly forty primary sources, read adversarially, with the explicit goal of refuting our own constants. A number earns its place only with a source and a statement of what would refute it; design decisions are labelled as such.

What the checks found

Two constants were challenged and upheld

Independent reviewers argued that our rock and ice excavation energies were 3–30× too low. Both challenges were traced to continuous-cutting and confined-indentation regimes — laboratory conditions a metre-scale dig does not operate in. Read against Mellor’s dimensionless performance index, the shipped values sit inside the published attainable band. Nothing changed.

One of our own citations did not survive

A comment in our code credited a published aircraft-impact paper with a strength-versus-density exponent. Two independent readings of the source found no such relation, and the paper states that target geometry has no bearing on its criterion. The numbers we used were genuinely theirs; the law we fitted to them was ours. The attribution has been corrected.

An arithmetic error worth 9.56×

Relative density and wall-thickness ratio are not the same quantity — they differ by roughly a factor of four, and the crush law is a 5/3 power, so substituting one for the other is wrong by an order of magnitude. Inverted correctly, our hull lands exactly on the specimen geometry Abramowicz & Jones actually tested in 1984. Inverted naively it lands outside the theory’s stated validity range entirely.

A regression we shipped and withdrew

The strength-ordering inversion described above was caught in about an hour by printing the resulting strength ordering and reading it — a check that takes seconds and was not run before shipping.

What this model does not do

Ship-on-ship crashes are not shown yet

Two ships can collide, and in the build of 28 October 2026 the struck ship takes damage worked out from the same impact, using both masses. It has not yet been seen in play, and this page has no measured ship-on-ship crash to show.

Two types have no cause

A pressure vessel bursting and a hull column buckling are priced and reachable by nothing: the catalogue can select them and the game cannot ask. A hard enough impact can cut a hull in two; bending load alone cannot.

Blast stays near the warhead

An RPG warhead’s blast is aimed at the hull cells around it; no played detonation has yet had a hull within reach. A blast that bends or snaps a whole ship from a distance is not modelled.

Small fragments are too small to see

The 11–33 cm fragments the law returns for a landing accident are too small to see on a 44 m hull; what a player sees are the larger pieces that break away whole and fall as debris.

Provenance

Sources (31)

Structural strength of a cellular solid

Excavation and the price of ground

Material properties