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Stormworks Projectile Specifications Summary


1. Physics Model (Common to All Projectiles)​

1-1 Drag (Air Resistance)​

In-game, drag is linear and proportional to velocity; the following formula is applied every tick.

v_new = v_old × (1 − k)
  • k … Deceleration rate (self-drag). Unit: [/tick]. The higher the value, the faster the deceleration (does not change with altitude).

Percentage of velocity remaining after 1 second:

(1 − k)^60

1-2 Gravity​

The gravitational force acting on a projectile is not constant; it decreases as altitude h increases.

g(h) = 30 × exp(−1/60 × h/1000) [m/s²]
  • h … Altitude [m] (ground level = 0)
  • At ground level (h = 0), it is 30 m/s², but decreases exponentially as altitude increases.

1-3 Wind​

Acceleration due to wind a_wind [m/tick²]:

a_wind = W × p(h) × (WindInf / 60)
p(h) = (((44.33 − h/1000) / 11.89)^5.256) / 1013
  • W [m/tick²]
  • p(h) … A coefficient representing changes in air density based on altitude. The higher the altitude, the smaller the value (as shown in the formula above)
  • WindInf … Wind influence factor for each gun (table in §2-1). The smaller the value, the smaller the wind’s effect
  • /60 … Conversion from m/s to m/tick

The deceleration rate k does not vary with altitude. Altitude-related factors affecting the projectile appear in this wind term and in gravity (§1-2).

1-4 Disappearance Conditions​

  • Projectiles disappear once they exceed their lifespan (lifeSpan).
  • Small-caliber projectiles tend to disappear even at speeds of approximately less than 50 m/s.
  • Rocket, Battle, Artillery, and Bertha projectiles remain until the end of their lifespan even at speeds below 50 m/s, except when underwater.

2. Gun List (Standard Table)​

The “Approximate Range” is an estimate for horizontal to 45° indirect fire. Effective range varies depending on altitude, wind, and disappearance conditions.

2-1 Basic Parameters​

TypeGunInitial Velocity v [m/s] (m/tick)Deceleration Rate k [/tick]Lifespan [tick] (s)WindInfApprox. Range
1Machine Gun800 (13.333)0.025120 (2.00)0.15Approx. 500 m
2Light AC1000 (16.667)0.02150 (2.50)0.135Approx. 750 m
3Rotary AC1000 (16.667)0.01300 (5.00)0.13Approx. 1.5 km
4Heavy AC900 (15.000)0.005600 (10.00)0.125Approx. 2.5 km
5Battle800 (13.333)0.0021,500 (25.00)0.12Approx. 4.5 km (45° indirect)
6Artillery700 (11.667)0.0012,400 (40.00)0.11Approx. 6.5 km (45° indirect)
7Bertha600 (10.000)0.00052400 (40.00)0.105Approx. 7.5 km (45° indirect)
8Rocket LauncherApprox. 50 (initial velocity)0.0033,600 (60)0.125approx. 2.5 km

Since the Rocket undergoes an acceleration phase (approx. 600 m/s² × 1 second) after launch, the “constant initial velocity + drag” equation (§5) cannot be applied. Please separate the acceleration and integrate it (see §2-2).

2-2 Rate of Fire, Ammunition, and Disappearance​

TypeWeaponRate of Fire / NotesAmmunitionDisappearance
1Machine GunBurst 900 rpm (4 ticks/shot)Kinetic / AP / IncendiaryProne to disintegration at speeds below approximately 50 m/s
2Light ACBurst 450 rpm / Sustained approx. 319 rpmKinetic / HE / Frag / AP / IncendiaryProne to disintegration at speeds below approximately 50 m/s
3Rotary ACBurst: 1,800 rpm / Sustained: Approx. 814 rpm, Spin-up: Approx. 0.5 sKinetic / HE / Frag / AP / IncendiaryProne to dissipation at speeds below approx. 50 m/s
4Heavy ACBurst: Approx. 112.5 rpm / Sustained: Approx. 99 rpmKinetic / HE / Frag / AP / IncendiaryProne to disintegration at speeds below approx. 50 m/s
5BattleApprox. 20 rounds/minuteKinetic / HE / Frag / AP / IncendiaryRemains until the end of its lifespan even at low speeds, except underwater
6ArtilleryApprox. 7.7 rounds/minHE / Frag / APRemains until the end of its lifespan even at low speeds, except underwater
7BerthaApprox. 3.1 rounds/minHE / FragRemains until the end of its lifespan even at low speeds, except underwater
8Rocket Launcher1 round per second per launcher / Initial velocity approx. 50 m/s + acceleration approx. 600 m/s² × 1 second / Damage radius approx. 2.25 m (9 blocks)Equivalent to HERemains active until expiration even at low speeds, except underwater

Since rockets follow an acceleration model, the “constant initial velocity + drag” formula in §5 does not apply.


3. Ammunition Types (Same Ballistics, Different Impact Effects)​

Ballistics (initial velocity, drag, and flight time) are determined by the gun and do not vary by ammunition type.

3-1 Effects by Ammunition Type​

Ammunition TypeKey Effects
KineticDirect damage centered on the impact point. No penetration (or weak penetration)
High Explosive (HE)Wide-area damage
FragmentationArea damage + scatters submunitions. Easily penetrates gaps
Armor Piercing (AP)Penetrates blocks based on velocity
IncendiaryArea damage + ignition check

3-2 Available Ammunition Types by Weapon​

WeaponHEFragKineticAPIncendiary
Machine Gun××○○○
Autocannons✓✓✓✓✓
Battle✓✓✓✓✓
Artillery✓✓×✓×
Bertha✓✓×××
RocketHE-equivalent————

3-3 Hit Detection​

Shell hit detection is based on points.

3-4 HE (High-Explosive) Damage Radius​

GunDamage Radius (Radius)Damage Radius (m)
Light AC3 blocks0.75 m
Rotary AC3 blocks0.75 m
Heavy AC7 blocks1.75 m
Battle11 blocks2.75 m
Artillery16 blocks4.00 m
Bertha16 blocks4.00 m

(The Rocket Launcher has a separate damage radius of approximately 2.25 m = 9 blocks; see §2-2)

3-5 AP (Armor-Piercing) Penetration Conditions​

AP rounds penetrate physics objects (viewable by pressing the F2 key).

Decay Upon Penetration​

  • Each time a projectile penetrates a block, its penetration power (velocity) decays.
  • The magnitude of the decay increases with the “density” of the block penetrated.

Additionally, giant microcomputer blocks are calculated as having a significantly higher density than they actually have, making them particularly effective (they act as “walls” that are much stronger than they appear).


4. Handheld Weapons (Reference)​

The deceleration rate k for handheld weapons is not as well-documented or publicly available as it is for vehicle cannons. It is safer not to use the vehicle cannon table for these weapons.

WeaponInitial Velocity [m/s]Lifespan [ticks]Notes
Pistol / SMG / Rifle(Slower than vehicle cannons)300Same gravity as vehicle cannons: 30 m/s²
Speargun80—For underwater use

5. Formula Cheat Sheet​

Drag only (horizontal, no gravity):

v(t) = v0 × (1 − k)^t -- t is a tick
x(t) = v0 × (1 − (1 − k)^t) / k -- k ≠ 0, displacement is in m

With Gravity · Continuous Approximation:

In the continuous approximation, the discrete decay at each tick, v_new = v_old × (1 − k), is treated as continuous exponential decay. The continuous decay coefficient in this case is denoted as k_base (units: [/s]).

k_base = −ln(1 − k)

(When k is small, it can be approximated as k_base ≈ k. )

dv/dt = a − k_base × v
v(t) = v0 × e^{−k_base t} + (a / k_base) × (1 − e^{−k_base t})

a represents gravity and wind. Time t is in ticks.

Common conversions:

v[m/tick] = v[m/s] ÷ 60
g[m/tick²] = 30 ÷ 3600
lifespan[s] = lifeSpan ÷ 60
residual velocity ratio (1 second) = (1 − k)^60

6. Note (When Adjusting Cannons via XML)​

If you change the cannon’s length via XML, the muzzle velocity changes in proportion to the length.

  • If the cannon length is doubled, the initial velocity is doubled
  • If the cannon length is tripled, the initial velocity is tripled

Damage may also change accordingly. In that case, please replace the initial velocity values in the table with the actual measured values. The deceleration rate k usually remains unchanged.