Greetings MechWarriors,
Over the past few posts, I have been talking about my
adoration for Highlander pilots and their unique maneuver. This time, I’d like
to take a peek into what would happen in real life to a Light Mech caught in
the path of a dropping Highlander! There are a number of simplifying
assumptions that I will make to ball-park useful numbers. This will include the
values for acceleration due to gravity, wind resistance, the reality of three
dimensional vectors, etc, etc. Although these assumptions remove us from the “real
world” and are somewhat idealized, they will allow us to fill in as many gaps
as we can to come to a conclusion. And, let’s be real here, there are some
details that we just can’t get from a work of fiction!
So, let’s start by determining, as best we can, what the
jump capacity of a Highlander is. A 90m jump capacity is what is listed on sarna.net,
but a 20m jump capacity is listed in MWO. We’ll split the difference and assume
the jump capacity of the average Highlander is 55m. Next, we need to determine the height of a Light Mech for us
to crush. An Atlas is referenced as being 13-15m tall. A Jenner, being an
average Light, would stand just under half as tall. So, let’s assume that a
Jenner is 6m tall.
So, what this tells us is that a Highlander will be able to
produce around a DY of
55m. At the peak of its ascent, the Highlander’s +/ -Vy and +ay will
be zero, as it’s no longer traveling upward. Given the height of a Jenner, the
Highlander will only have 49m to fall before it strikes the Jenner. Now, we
need to determine how fast the Highlander will be traveling when it strikes that puny Jenner. To do this, we will assume that the acceleration due to
gravity is what it is at sea-level on Earth, ~9.81m/s2. For
simplicity, we will assume that the Highlander travels all 49m without
experiencing positive acceleration or external forces. Given the change in
position and the acceleration during motion, we can determine the amount of
time it would take the Highlander to strike the Jenner.
DY = a0
Dt2/2 + VY0Dt
This equation states: The change in position is equal to the
initial acceleration multiplied by the (change in time)2 all divided
by two PLUS the initial velocity multiplied by the change in time. Because our
Highlander is not moving when it comes to the peak of its jump, the initial
velocity is zero. The initial acceleration is not zero because the Highlander’s
acceleration has simply changed from a net positive to a net negative, or it is
always experiencing gravity. Simplified, we’re left with:
Dt = sqrt(2DY/a0)
Plugging in our known values, we are able to determine that
the Highlander’s descent will last 3.35 seconds! Now, that’s moving pretty
quick! Next, let’s determine the velocity at the time of impact.
DVy
= a0Dt + VY0
Again, our initial velocity is zero, so, we’re able to
simplify the equation once more.
DVy
= a0Dt = (9.81m/s2)*(3.35s)
= 32.85 m/s
There, we have now determined how fast an average Highlander
would be travelling when it strikes a Jenner after a full jump in Earth
equivalent gravity. How exciting! But, you may be wondering where we are to go
from here if we want to find the amount of force a Highlander would impart on a
Jenner. Next time, we’ll continue our look into the details of that very
question! Anyone that is interested in reading ahead will find what they’re
looking for from the concept of momentum and impulse!
Good luck and good hunting, pilots.
Sources:
http://www.sarna.net
http://mwomercs.com/forums/topic/4688-mwo-battlemech-scale/
Sources:
http://www.sarna.net
http://mwomercs.com/forums/topic/4688-mwo-battlemech-scale/
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