Bullet deceleration due to drag

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Discussion Overview

The discussion revolves around modeling the deceleration of a bullet due to drag in a sniper simulator, focusing on aspects such as bullet drop, flight time, and impact energy. Participants explore the challenges of achieving a continuous solution for bullet trajectory under the influence of air resistance.

Discussion Character

  • Exploratory, Technical explanation, Homework-related

Main Points Raised

  • One participant shares specific parameters for a .22 bullet, including drag coefficient, initial velocity, mass, cross-sectional area, and air density, and expresses difficulty in modeling the bullet's trajectory continuously due to the interdependence of drag and velocity.
  • Another participant suggests searching for information on "projectile motion with air resistance" as a potential resource.
  • A third participant references a Wikipedia article on external ballistics as a starting point for understanding the topic.
  • The original poster acknowledges the complexity of finding a general solution and notes that most simulations resort to using discrete time steps instead.

Areas of Agreement / Disagreement

Participants do not reach a consensus on a specific method for continuous modeling, and the discussion reflects a range of approaches and resources without resolving the underlying challenges.

Contextual Notes

The discussion highlights the limitations of existing solutions, particularly the complexity of deriving a continuous model for bullet trajectory under drag, which may depend on various assumptions and definitions related to projectile motion.

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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