Bullet deceleration due to drag

AI Thread Summary
The discussion focuses on modeling bullet deceleration due to drag in a realistic FPS sniper simulator, specifically addressing bullet drop, flight time, and impact energy. The user has gathered necessary data, including drag coefficients and exit velocity, but struggles with obtaining a continuous solution for bullet trajectory since drag and velocity are interdependent. They mention finding solutions for terminal velocity in free-fall but are unsure how to apply that to their scenario. It is noted that most simulations typically use discrete time steps due to the complexity of the general solution. The conversation highlights the challenges of integrating air resistance into projectile motion calculations.
Raddy13
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My friend and I are working on a realistic FPS sniper simulator and we wanted to be able to realistically model things like bullet drop, flight time, and impact energy. I've managed to find the drag coefficients for different rounds and I know the exit velocity, so now I want to use that to model the bullet's trajectory. Here is a sample using a .22 bullet:

C_d = 0.169\\<br /> v_i = 330~m/s\\<br /> m = 0.00259~kg\\<br /> A = 2.45e\!- 5~m^2\\<br /> \rho_{air} = 1.204~kg/m^3\\

F = m\cdot a\\<br /> F_d = \frac{1}{2} \rho v^2 C_d A\\<br /> v_f = v_i + a\cdot t<br />

I can set this up to be solved in discrete time-steps, but I can't figure out how to get a continuous solution since drag is dependent on the velocity and the velocity depends on the drag. I found a few solutions for determining terminal velocity for an object in free-fall, but I can't figure out how to apply that here; it's been a long time since Diff. Eq. Any thoughts?
 
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Try googling "projectile motion with air resistance".
 
Thanks for the replies, guys. Apparently the general solution is obnoxiously complex so most simulations just do it with discrete time steps. For anyone looking for information on how to do that, this link gives a pretty good explanation.

Thanks again!
 
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