I am considering the drag, however the vertical drop was off.
I wasn't factoring in that after it is fired horizontally it will have a downwards angle and therefore the acceleration due to air resistance will also affect the bullet in the y-direction, acting against acceleration due to...
Hmmm, the above works for closer shots with a flat trajectory but I am still confused about longer ranges and more curved trajectories...Here is an example, with answer, from a ballistics program.
Zero range = 300m
Drop at 300m = 0.655m
Drop at 1922m = 37.491m
Answer given by program...
I'm kind of confused by this:
Suppose a rifle is zeroed in at 800 meters (the bullet hits the line of sight at 800m).
This means the bullet must be fired at an upwards angle, the scope stays pointing directly at 800 meters.
Crude diagram, line of sight = blue, barrel direction = red...
Reading in Russian sources I see they use ballistic coefficients such as these:
BC = 3.0 kg/m^2
or alternatively
BC = 3.0 m^2/kg
That's quite different than the usual G1, G7, etc.
Given a certain muzzle velocity, how do I use that to calculate velocity at some point downrange?
You're right, decreasing the intervals made the values differ from those produced by the game. I don't know how they did it for sure, but my results seem completely accurate to the game's, which was what I was looking for.
In real life (non video game) ballistics there are several extremely...
Thank you for you help. I spent a while on this and it was frustrating to begin with until the answer finally clicked. Apparently this has puzzled more than a few people since this game series has a large "modding" community who like to understand how things work, for example to make a script to...
In the game ArmA 2 they try to simulate ballistics and have some kind of drag model. I would like to try to find out how it works.
I collected the following data from a bullet fired from a rifle in the game.
Initial Velocity: 900 m/s Time of flight: 0.000 sec
100m Velocity: 819 m/s...