The mass of a Particle

Started by cpaca, October 17, 2017, 12:41:31 AM

Previous topic - Next topic

cpaca

Simple enough, what's the mass of a particle? 
CW 1,2, and 3 are terrible sources for this. 
If you want to measure the explosion of the particle when it blows up and such and want to use CW3, use this: https://knucklecracker.com/forums/index.php?topic=25673.0 
I've measured 1 square of land to be .25 square miles, so .5 miles per side [and we can assume Particulate are similar, since 1 particle = 1 land mired] 
Back to the question. 
With land at .25 square miles, .5 by .5, what is the approximate mass of a particle?
To use [OUR] Custom Modules, go to Forums/Knuckle Cracker/PFE/Map Makers, Ship Builders, and Coders, Go to the pinned posts, find the one named "Custom Modules Thread", Open it, Scroll down until you find ShipModule, Apply that into your map, do not apply it into map if one copy already exists, Apply the Adder script (Sometimes named "Master.prpl, sometimes [shipname]Adder, etc.) and the actual used scripts [which i will state in my posts]. If one copy already exists, do not apply another copy. -The CMC :-)

cpaca

Guess i'm answering this one myself. 
Particles have a setting where they self-destruct after time; i'm using the explosion from that to minimise error from cannons/missiles/etc. 
Testing has shown the explosion goes about 5 land units by 5 land units before dissipating  [may go to 6x6 or even 7x7 if you look at it when it's more translucent] 
At .5 miles per side per land unit [as previously calculated] that puts the land at 2.5 by 2.5 explosion radius, approximately. 
Pi would be used here, since it's a circular explosion, but calculation of that is difficult due to square tiles, circular explosion. Like putting legos into a circle. 
This ends up with a 6.25 square mile explosion [Hello, the size of an omni.] 
Problem comes as to what kind of explosion this 6.25 square mile explosion is. 
TNT is out [no air] 
Nukes are out [no air, no radioactive effects on the HQ] 

Step 2: Get that into energy. 
I'll just be using TNT. 
I also got tired.  Some sources, anyway. 
I gave up. Just ended up using the fireball range of a Nuke landed on the ground for what I wanted [fireball range might be the smallest, but it's ground landing.]
Here's the nuke measuring site http://nuclearsecrecy.com/nukemap/ 
I got that 4390 kilotons of TNT makes the 6.25 square mile fireball 
For what I use later, I need kilograms. 
3982541 kilo-kilograms [or megagrams] of TNT 
3983 gigagrams of TNT 
about 4 teragrams of TNT
This [https://en.wikipedia.org/wiki/TNT_equivalent] gives each teragram 4.184 petajoules. 
4.184 * 4 is 16.736 [round to 17] petajoules of energy 
This [http://www.anycalculator.com/energytomasscalculator.html] transforms 17 petajoules of energy into 189.2 grams of mass  [gotta say, that's efficiency for the win since that was 3983 gigagrams of tnt] 
189.2 grams of mass in each particle 
YAAAY 
While i'm here, I have mass and size, now to figure out how many particles would have to be packed into 1 particle's size for  a black hole! 
https://www.windows2universe.org/kids_space/black.html says Earth becomes 0.017 meters [could've used 1.7 centimeters, dangit!] black hole 
Mass of earth = 5.972 x 10^24 kg 
Mass of particle = 189.2 grams 
# of particles to equal Earth mass = 3.15 x 10^25 particles 
But that's for a 1.7 centimeter black hole 
Size of particle = 0.5 miles 
To centimeters = 80,467 centimeters 
80,467 cm. land/1.7 cm. black hole earth = 47333 times as many particles needed 
47333 times as much needed for proper black hole * 3.15 * 10^25 for 'improper' black hole = the 47333 was a rounding error, really = 1.5 * 10^30 particles needed for a 1-particle-large black hole. 
At least I know I won't have to worry about the particle hole becoming a black hole.
To use [OUR] Custom Modules, go to Forums/Knuckle Cracker/PFE/Map Makers, Ship Builders, and Coders, Go to the pinned posts, find the one named "Custom Modules Thread", Open it, Scroll down until you find ShipModule, Apply that into your map, do not apply it into map if one copy already exists, Apply the Adder script (Sometimes named "Master.prpl, sometimes [shipname]Adder, etc.) and the actual used scripts [which i will state in my posts]. If one copy already exists, do not apply another copy. -The CMC :-)