Ballistics Equations: Finding the Perfect Shot

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SUMMARY

This discussion focuses on the application of ballistics equations in gaming, specifically in the context of Planetside 2, where players must account for variables such as distance to target, target velocity, and projectile velocity. Participants recommend utilizing basic kinematics equations and breaking motion into components using trigonometry. While air resistance is acknowledged, the conversation emphasizes the importance of calculus for more accurate calculations. The need for a solid understanding of trigonometry and calculus is highlighted for effective ballistics computation.

PREREQUISITES
  • Basic kinematics equations
  • Trigonometry fundamentals
  • Understanding of projectile motion
  • Calculus knowledge for advanced calculations
NEXT STEPS
  • Study basic kinematics equations for projectile motion
  • Learn trigonometric functions and their applications in physics
  • Explore calculus concepts relevant to motion and forces
  • Research the effects of air resistance on projectile trajectories
USEFUL FOR

This discussion is beneficial for physics students, game developers, and anyone interested in the mathematical modeling of projectile motion in gaming environments.

KevinDM
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Hello physics enthusiasts, I was hoping for some insight into ballistics. I've been playing some games (namely Planetside 2) with somewhat realistic bullet physics, and have been trying desperately to find an equation that takes into account distance from target, velocity of target, and velocity of projectile. I've managed to work out how to compensate for gravity, but that's only really useful when the target is stationary. Sadly, players tend to move when being shot at. The nerve. Any equations that I can plug the relevant variables into and come up with a headshot, is much appreciated. Thanks!
 
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Welcome to PF

Have you checked out the basics kinematics equations? Link

If you're neglecting air resistance, it doesn't really get much more complicated. Of course you'll need to break the motion into it's components with basic trigonometry.

I realize that you're probably looking for quick equations, so here are the basic ones. Link

If you know calculus, you're much better off working the equations out yourself.
 
Thanks! And I try to come up with the equations myself, but I probably need a proper education in trigonometry and calculus. I am only a freshmen in high school. The educational power of Wikipedia and Youtube (sixty symbols, MinutePhysics, and Numberphile are a few of those channels, in case you're interested) eventually falls short of a proper credit's-worth of learning. Anyway, thanks for the equations!
 

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