A question of inherited velocity

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In a high-speed FPS game, when a character flying at 100kph turns 90 degrees and fires a shot, the bullet's trajectory is influenced by vector addition of the character's velocity and the bullet's initial velocity. The bullet's velocity relative to the ground is the sum of the character's velocity and the bullet's velocity relative to the character. To achieve a trajectory perpendicular to the flight path, the bullet must be aimed at an angle that compensates for the character's motion. Additionally, the Magnus effect may affect the bullet's trajectory if it is a rifled bullet, adding complexity to the physics involved. Understanding these principles can help formulate a valid argument against the game's physics model.
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I'm playing a rather popular online fps type game that is extremely fast paced so your character is capable of moving at speeds in excess of 200kph.

The question I have:

Say I'm flying at 100kph in midair and i turn 90 degrees to my left and fire a shot.
how much of my vector and velocity will be transferred to the projectile and how will it effect its trajectory?

I know that its possible to cancel out the forces if you could fire the bullet directly 180 degrees off your vector and at the same speed <saw that episode of mythbusters>

If anybody could point me at some refrence material so I can make a valid argument aginst their physics model that would be great

Thanks
Mkillman
 
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mkillman said:
I'm playing a rather popular online fps type game that is extremely fast paced so your character is capable of moving at speeds in excess of 200kph.

The question I have:

Say I'm flying at 100kph in midair and i turn 90 degrees to my left and fire a shot.
how much of my vector and velocity will be transferred to the projectile and how will it effect its trajectory?
Velocities are vectors. You use vector addition to get the initial velocity of the bullet:

http://upload.wikimedia.org/wikipedia/commons/a/a2/Vector_addition2.svg

a : your velocity relative to ground
b : initial bullet velocity relative to you
a+b : initial bullet velocity relative to ground

mkillman said:
I know that its possible to cancel out the forces if you could fire the bullet directly 180 degrees off your vector and at the same speed <saw that episode of mythbusters>
You don't cancel out forces. But you can cancel out the bullets velocity component parallel to your flight path, so it goes 90° to your path in the ground frame. To do this you aim b backwards at an angle, so that a+b is perpendicular to a. Keep in mind that the length of b is multiple times that of a for a normal bullet and the speeds you mentioned.
 
do you think the magnus effect will play any role in the trajectory of the shot? Assuming its a rifled bullet
 
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