- #1
Gews
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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 Time of flight: 0.114 sec
200m Velocity: 746 m/s Time of flight: 0.226 sec
400m Velocity: 618 m/s Time of flight: 0.543 sec
600m Velocity: 512 m/s Time of flight: 0.913 sec
1000m Velocity: 352 m/s Time of flight: 1.835 sec
The only given value given relating to the drag was "airFriction = -0.0009324".
This is a negative value and I'm not sure how to calculate it using that formula.
I would like to know how I can derive some kind of equation that will give the final velocity of a projectile launched at 900 m/s matching that of the projectile above, or at least more clues on how they decided to program their in-game ballistic physics.
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 Time of flight: 0.114 sec
200m Velocity: 746 m/s Time of flight: 0.226 sec
400m Velocity: 618 m/s Time of flight: 0.543 sec
600m Velocity: 512 m/s Time of flight: 0.913 sec
1000m Velocity: 352 m/s Time of flight: 1.835 sec
The only given value given relating to the drag was "airFriction = -0.0009324".
Can be calculated as:
airFriction = accel / speed^2
using real world acceleration and speed of the bullet from ballistic tables.
This is a negative value and I'm not sure how to calculate it using that formula.
I would like to know how I can derive some kind of equation that will give the final velocity of a projectile launched at 900 m/s matching that of the projectile above, or at least more clues on how they decided to program their in-game ballistic physics.