all recoil and projectiles are slower from their programmed values by a tick of drag, 0.998v from initial spawning, this is taken into account with the following values all variation scales with power 1x cannon recoils with 53.22667m/s for 1.5 mass, recoil momentum is 79.840005 mass(m/s) projecting a cannonball around 59m/s +- 1m/s velocity of 2 mass, average momentum and impact force is 118 mass(m/s) 1x crossbow recoils with around 2m/s +- 0.03m/s velocity for 0.5 mass, average recoil momentum is 1 mass(m/s) projecting an arrow around 50m/s +- 0.4m/s velocity of 0.2 mass, average momentum is 10 mass(m/s), actual impact force is 5 mass(m/s) a crossbow with equivalent recoil to a cannon has ~3.3831x the impulse harpoon launcher recoil velocity is -3.326667m/s/1x power with 0.75 mass recoil momentum is 2.49500025 mass(m/s)/1x power harpoon velocity is 99.9m/s/1x power with 0.25 mass harpoon momentum is 24.975 mass(m/s)/1x power crossbow arrow goes 50m/s/1x power +-range of 0.4m/s/1x power, this means at 1x power the crossbow moves 0.5m per physics tick, arrow collision is 1.855m collision long so around 3.71 power is when spacing between arrow collider starts to occur, if you want to use n crossbows to create a continuous collision path use n multiple of this power -1x water cannon thrusts with 0.06653334m/s per frame for 1.5 mass, thrust momentum increases by 0.09980001 mass(m/s) per frame knowing this we can calculate the counter recoil for any burst grouping of cannons and nives in the form, (1x cannon recoil momentum x cannon power x number of cannons) / (-1x nive thrust momentum x number of frames toggled) cannon and water cannon mass are the same, so velocity can be put in for (1x cannon recoil velocity / -1x nive thrust velocity x cannon power x number of cannons) / number of frames toggled harpoon launcher calculation for nive counterrecoil burst is (2.49500025 x harpoon power) / (-0.09980001 x 2) = -12.5 x harpoon power cannon calculation for nive counterrecoil burst is (79.840005 x cannon power) / (-0.09980001 x 2) = -399.99998497 x cannon power crossbow calculation for nive counterecoil burst is (1 x crossbow power) / (-0.09980001 x 2) = -5.01001953807 x crossbow power
Update seems to have made low mass build surfaces with collision much stronger, they can connect to a block with their own joint and survive the shock of a 100x cannon, and take tick damage less often. This is a comparison of the following taking shock/impact from a 100x cannon: From left to right is, with all 1e-7 mass, 2 collision off surfaces, 2 collision on surfaces, 1 collision on and 1 collision off surfaces, 2 collision on intangible surfaces. Intangible collision surfaces are essentially physics and tick invincible, and have the properties of regular collidered surfaces such as non-normalized angular inertia and rigidity, centered center of mass, etc... and are a wonderful choice for cosmetics on machines. To make these intangible collision surfaces requires a mesh collider, so a planar surface, and passing a threshold of lowered scale/diagonal rotation in block settings. 45 degrees is the most efficient angle, requiring the least amount of scaling, lower scale values require less of an angle as well. The corresponding axis to scale and rotate depend on the local orientation of the surface, how it was spawned/built, the magnitude of scale generally scales with the size of the surface. Assuming an upright surface placed along the red translate arrow axis: if scaling in the x or y axis, rotate the z axis and scale the x or y axis down to something like 0.0001. if scaling in the z axis, rotate the x and y axis, and scale down to something like 0.0001. Letting the surface drop through the floor is a simple test.