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12.4.3 Hitting
Something
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We are finally ready to hit something
with our sword. But before I teach you the physics of hitting, I must remind
you of a simple truth from long begone days, back in
chapter 2.1: |
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Swords are evil objects if you
consider only
their intended or actual use as weapons.
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Nothing has changed. There is no
reason to hit other living beings with the sharp edge of your sword. Forget it.
You are not the chosen one who has to redeem this or that, nor are you the
special hero who in his spare time rescues those maidens in distress. Dragons
count as endangered wildlife and are heavily protected anyway.
There are, however, good reasons for hitting balls with tennis rackets, golf
clubs, baseball bats and so on. There are equally good reasons to whack at each
other in simulated sword fights with
practice swords. Mankind needs to play and that includes swordplay for fun.
Keep that in mind when you read what follows. |
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When your sword hits something it
will do so at some point on the blade,
let's call that the impact point. Of course, in principle you could hit a
planar target with a length of the blade and not just with a point but that
would not be a good strike. Curved blades are curved after all, to make initial
contact with the target on a point.
Equally of course you may not hit a point
on the target with a point on your blade but deliver a thrust with the tip of your blade. I'm not going
into that because the physics of stabbing is rather simple. You stab a target
much softer than your blade and you penetrate it, or you stab a target about as
hard or harder than your blade and you brake your blade (and possibly your
wrist). |
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As far as hitting is concerned, we
need to look at the physics of collisions
or impacts. This part of mechanics is
governed by the conservation law of (linear and angular) momentum plus the
conservation law of energy. It is not all that complicated but a certain amount
of math does come into play. The kind of collision that relates to sword
strokes will require the solving of 11 equations with 11 unknowns, for example.
I'll do that in special
module, here we will start with what we already know without solving
equations. |
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The somewhat idealized situation we
are going to look at is shown below. We swing our sword as shown, with an
apparent center of
rotation somewhere around the elbow. It is roughly what that
Samurai is
doing at that point in time when his katana is about horizontal. The sword
(plus parts of you) rotates with some
angular velocity
expressed by its
circular
frequency w that gives the impact point a
linear velocity v. The target is something with some mass
mT, an arbitrary shape in reality but a circle in the
picture for ease of drawing. The target is also mobile. Not only can it be
moved, it might even have some initial speed of its own (not shown in the
drawing). Think of a tennis ball flying towards you, for example. The target
also has some properties that will come into play later. |
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How we look at hitting something |
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Now let's recapitulate the things you
definitely know, even if you are more mathematically challenged than the
average banker or USA president. You know what you want to do with some target.
It should look like this: |
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Producing "good" target
damage |
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You want to run your sword right
through the target, neatly cleaving it in two parts. Your sword keeps moving
but with reduced speed. Alternatively, you cut the target partially and your
sword comes to a stop inside the target. Whatever happens in detail, you know
that all or parts of the initial kinetic
energy of your sword was used for creating damage since it takes energy to
fracture or deform some material. |
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If the target is not some
"body" but another sword because you need to deflect a blow of your
opponent, you consider this situation: |
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A fully elastic collision |
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Your blades meet (flat side to flat
side, hopefully) deform somewhat on impact, and then "bounce off" to
some extent, reversing their velocity directions. You sure hope that your sword
comes out undamaged of this encounter and this means that its deformation upon
impact needs to be fully elastic! Same for
the sword of your opponent. |
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Now we have our first key topic:
fully elastic collisions! If your
physics teacher ever pestered you with collisions, it will have been this type.
It is fairly easy to deal with - look up the
science link to this topic
to refresh your memory. The important insight to memorize is |
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Fully elastic collisions will not damage
your sword. Nor anything else
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Let's move on. There is another thing
you know for sure. It is shown below: |
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Damaging your sword |
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The target is heavy and hard. A big
rock or an anvil, for example. If you don't own Siegfried's magical sword
Notung, you are
not going to do much damage to the target but you will heavily damage or
fracture your sword (and possibly your wrist). It is not an elastic collision
because there is damage albeit to the wrong object. |
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Nothing helps. If we want to optimize
damage to the target, we must look at what is called an
inelastic collision. The way to do
that is to look first at fully inelastic
collisions, the opposite of fully elastic collisions. But that would leave
target and sword damaged, so in the end we
need to look at the mixed case somewhere in between the extremes.
Below I show you what would happen for the classical fully inelastic collision in our scenario: |
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Fully inelastic collision with damage to both
objects |
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During the collision both target and
sword are inelastically, i.e. permanently deformed, then stick together and
move together with some common velocity
that depends on the "starting" conditions, i.e. the two masses and
respective velocities. |
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just to be on the safe side, I'll
give you the two extremes - fully ellastic or inelastic collision - once more
for a different kind of scenario: |
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The two extremes of collisions: fully elastic
and fully inelastic |
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We are interested in the in-between
case. The target should behave inelastically, allowing some damage, while our
blade should behave fully elastically, not suffering any damage. |
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Nothing helps but going through the physics of
that. It is actually not all that difficult. The conservation laws for (linear
and angular) momentum and energy is pretty much all one needs. Linear momentum
is linear speed times mass, angular momentum is angular velocity times moment
of inertia. As far as energy is concerned, we only need to consider the
kinetic energy, the energy contained in
movements. It scales with mass or moment of inertia times the respective speeds
squared. If we assume for simplicity a
target at rest, the thing to do is: |
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- Calculate the starting kinetic energy Ekin, start
that is contained in your sword stroke.
- Calculate the final velocities (both linear and angular) of sword and
target after the collision.
- Calculate the final kinetic energy Ekin, final
going with these final velocities
- Calculate the difference of final and stating kinetic energy,
Ekin, final Ekin,
start. That must be the energy that did damage since the total
energy is conserved.
You can look up how that is done in the science module. It is quite
illuminating and not all that difficult (no more than 11 equations for 11
unknowns). |
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The outcome is as expected.
- For fully elastic collisions the total kinetic energy before and after
impact is the same. Sword and target move with some velocity. There is no
energy left for damage to the target.
- Fully inelastic collisions provide for maximum damage energy to the target
(and the sword). The damage energy delivered to the target, however, is always
smaller than the total energy invested into the collision.
- "In between" collision provide some damage energy to the target
but always less than fully inelastic collisions.
That can best be described by invoking an "energy
transfer efficiency"; a number between 0 and 1. A value of 1
would mean 100 % energy transfer, zero would mean 0 % energy transfer, and
something in between, like 0,56, denotes a transfer with 56 % efficiency, i.e.
at most 56 % of the initial energy is used to cause damage to the target. |
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Before I go into details, we must
come clear about one major point. The kinetic energy in your sword stroke has
to do with the speed of your blade and the mass of your sword. The way I have
drawn the situation, the sword has some angular speed (measured by its circular
frequency w or in
rpm if you like
that better). But at the point of impact we need to know the linear velocity v (symbolized by the
red arrow in many of the pictures above) and not the angular velocity. And that
speed is different for different points on
the blade. The tip moves much faster than a point close to the hilt, for
example. No big puzzle here: the speed v at some point at a
distance d from the apparent center of rotation is just distance
times circular frequency. You should be able to figure that out by yourself,
otherwise use this link.
Moreover, you are not hitting the target with the full mass of your sword as
long as the impact point is not at the center of mass. This needs to be taken
into account. And we have already covered that, look at
this picture again. It is the effective mass at the impact point that counts! |
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So in order to translate the
"sword impacting a target collision scenario" from above to the
standard "moving (spherical) object hits another moving (spherical)
object" scenario, we have to "translate" as shown in the picture
below |
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"Sword hits target" scenario and
how it is converted into "object hits object" scenario |
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For maximum impact or damage we
obviously need two ingredients:
- A large starting energy, translating into finding the best combination of
effective mass and speed. That implies finding the best point on the blade to
hit with.
- A high energy transfer efficiency. That will certainly depend on target
properties and possibly other parameters.
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We shall look at that in the next -
and last! - subchapter. |
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© H. Föll (Iron, Steel and Swords script)