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Overheating

This page summarizes the mathematical models used by ACE Overheating and shows which parameters are exposed in the server config settings.

For the numerical methods used to apply the equations below, see General Considerations.

The temperature of the barrel is simulated based on heat gained by fired bullets and heat lost by air convection and radiation. The barrel is approximated as a cylinder with uniform body temperature.

The heat gained by the barrel per shot Qshot is proportional to the bullet’s initial kinetic energy Ekin,0:

Qshot=λheat⋅Ekin,0 Ekin,0=12mv02

where v0 is initial bullet speed, m is the mass of the bullet and λheat is a scaling factor given by the product of the prefab’s m_fHeatingScale and the mission header’s m_fHeatingScale.

Heat loss is simulated with Newton’s law of cooling (for convective channels) and Stefan–Boltzmann law (for radiative channel):

dQlossdt=Q˙loss=Ab⋅[h⋅(Tb−Tsur)+εb⋅σ⋅(Tb4−Tsur4)] Ab=π⋅db⋅lb

where Ab is the area of the lateral surface derived from barrel diameter db and length lb, h is the heat transfer coefficient, Tb is the barrel’s temperature, Tsur is the temperature of the surroundings, εb is the emissivity (prefab’s m_fBarrelEmissivity) and σ is the Stefan–Boltzmann constant. The heat transfer coefficient h is given by:

h=h0+λcool⋅max⁡(12.5, 4.5908⋅v0.6db0.4+9.3198⋅rdb0.4)

where h0 is the base heat transfer coefficient (m_fBaseHeatTransferCoefficient), λcool is the cooling scale (m_fDefaultAirCoolingScale or m_fOpenBoltAirCoolingScale), v is the character’s relative air speed (i.e. accounts for wind), r∈[0,1] is the rain intensity and db is the barrel’s diameter. The air speed term is derived from the cylinder crossflow correlation for Re∈[1000,20000] from Ref. [1]:

Nu=0.26⋅Re0.6⋅Pr0.37

with the air parameters in the table below:

SymbolValueDescription
Prair0.714672Prandtl number
kair0.02614 W/(m⋅K)Thermal conductivity
ηair1.846⋅10−5 kg/(m⋅s)Dynamic viscosity
ρair1.1839 kg/m³Density

The barrel’s temperature is updated with the ordinary differential equation (ODE) below:

dTbdt=Q˙totCb Q˙tot=fRoF⋅Qshot−Q˙loss Cb=cb⋅fb⋅mw

where Q˙tot is the total rate of change of heat, fRoF is the rate of fire, Cb is the heat capacity of the barrel, cb is the specific heat capacity (prefab’s m_fBarrelSpecificHeatCapacity), fb is the barrel mass fraction (prefab’s m_fBarrelMassFraction) and mw is the mass of the weapon.

Bullets are approximated with uniform body temperature and a first-order chemical reaction for the cook-off. Only conductive equilibration with the barrel is considered for heat transfer.

Ammunition always start at the temperature of the surroundings. The temperature equilibration between barrel and chambered bullet is done with Newton’s law of cooling:

dTpdt=κmp⋅(Tb−Tp)

where Tb is the barrel temperature, Tp is bullet temperature, mp is bullet mass and κ is a rate constant (m_fBarrel2BulletMassScaledTemperatureRateConstant). The change in heat from this process is neglected for the barrel, since the barrel has a far larger heat capacity than the bullet.

Once the bullet temperature Tp reaches the autoignition temerature Tig (m_fGunpowderAutoignitionTemperature), cook-off progress Pcook increases based on an Arrhenius rate:

dPcookdt={kmax⁡⋅exp⁡(−αTigTp)|Tp≥Tig0|Tp<Tig

where kmax⁡ and α are fitted parameters based on data from Ref. [2]. The given ODE modelled the data better than applying Arrhenius rate at any temperature. Cook-off takes place when Pcook reaches 1.

The chance that a bullet jams the weapon is given below:

pjam=λjam⋅fjam(Tb)pjam∈[0,1]

where λjam is a scale factor (m_fJamChanceScale), fjam(Tb) is a temperature curve (prefab’s m_cJamChanceTemperatureCurve). The chance is evaluated whenever a bullet is fired.

The multiplier applied to the base game muzzle dispersion is given below:

Fdisp=1+λdisp⋅fdisp(Tb)Fdisp∈[1,∞)

where λjam is a scale factor (m_fMuzzleDispersionScale) and fdisp(Tb) is a temperature curve (prefab’s m_cMuzzleDispersionFactorTemperatureCurve). The dispersion multiplier is related to the base game dispersion cone’s half-apex angle θ and temperature-based increase Δθ(Tb) as below:

Fdisp=tan⁡(θ+Δθ(Tb))tan⁡(θ)≈1+Δθ(Tb)θ ⟹λdisp⋅fdisp(Tb)≈Δθ(Tb)θ

the approximation is given by first-order Taylor expansion for small values of θ. For instance, if the base game spread θ is 0.5 mrad and for a given temperature τ, it should be 1.5 mrad, the increase Δθ(τ) is therefore 1.0 mrad and λdisp⋅fdisp(τ)≈2.0.

[1] A. Žukauskas, Adv. Heat Transfer 1972, 8, 131.

[2] A. Hameed, M. Azavedo, P. Pitcher, Defence Technology 2014, 10, 86–91.