143 lines
5.8 KiB
Plaintext
143 lines
5.8 KiB
Plaintext
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How a ballistics program works
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-or how to calculate a trjectory chart-
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by: R White
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Up front I should say that this information is based on how The
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Shootist, version 2.21, works, and there are other ways of obtaining the
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information contained in a firing table. I should also set up some
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definitions to keep the confusion down.
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A ballistic table generally does not contain information about a
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particular projectile's trajectory, but rather general information on the
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flight of projectiles. The table is then used in conjunction with a set of
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formulas to produce the trajectory information. Generally, a trajectory chart
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is computed in the following way:
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1] Find the remaining velocity and time of flight to the range in
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question.
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2] Find the drop of the projectile using this information.
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3] Correct for the zero of the firearm in question.
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All other information, such as kinetic energy or energy transfer, may
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be found using the information from these calculations.
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Part I: Remaining velocity and time of flight.
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A table and formulea for using it are included in the file Ingall.txt
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which may be printed out for convenience in use. This table and its
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formulea are derived from the Ingall's ballistic tables. These tables were
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founded upon the test firing of some 'standard' projectiles, and the resulting
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calculations must be corrected with 'ballistic coefficients.' This is simply
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a measure of the difference in air resistance between the 'standard projectile'
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used in compiling the table and an ordinary, common, bullet.
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Why is a table used instead of a straight formula? Because it was
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found by many scientist doing ballistics test that a bullet does not lose
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speed uniformly. The rate of velocity loss is dependant upon a combination
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of many factors making the formulea for computing velocity loss very
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difficult and complicated. The main factor is the sound barrier; bullets
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lose velocity at a different rate above and below it.
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Part II: Find the drop of the bullet.
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This is done also on a table, but can be accomplished with formulas.
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The table used in The Shootist is once again included in the file Ingall.txt.
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It is based upon the premise that all objects fall at a given rate:
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2
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Drop (inches) = 193 x (time of flight)
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Inherent inaccuracies occur, however, in the formula because of
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wind resistance, which actually works to slow down the fall of the bullet.
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The action of the air has already been computed into the table. Instructions
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on the tables usage are also included. An explination of the formulea
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involved in calculating the effect of the air resistance can be found in
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"Exterior Ballistics" by McShane (and others). The table The Shootist
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uses is one shown in "Hatcher's Notebook," which is derived from the one in
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"Exterior Ballistics. To show how much difference there is when the air
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resistance is figured in, the following comparison is made:
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Yards 100 200 300 400
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With 1.8 7.5 17.7 33.6
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Without 1.93 7.72 19.76 37.36
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This is based on a bullet beginning at 3200 fps with a ballistic coefficient
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of .44. The 'With' row was calculated using the table provided in Ingall.txt,
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while the 'Without' was calculated with the formula given above.
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Part III: Correct for the sighting in of the firearm.
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This involves a bit of trigonometry that will not even feel like
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trigonometry:
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H is the height of the sight above the bore
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D is the drop in inches of the bullet at sight-in range
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S is the sight in range in inches
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R is the range in question in inches
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I is the drop from the bore at the range in question
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T is the difference in inches from the line of sight
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If the range in question is less than the sight in range
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T = (D-I) - ((S-R) x ((D+H)/S)
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If the range in question is more than the sight in range
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T = (D-I) + ((R-S) x ((D+H)/S)
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The sight in range is not covered by either of the two formulea
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becuase it is known to be 0.
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For example:
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A bullet fired from a gun sighted in at 200 yards drops 4.2 inches
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in its first 100 yards of travel. How many inches is it above the line of
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sight? The drop from the bore at the sight in range is 7.5 inches (these
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are calculated from the tables).
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T = (D-I) - ((S-R) x ((D+H)/S)
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T = (7.5-1.8) - ((7200-3600) x ((7.5+1.5)/7200)
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T = 5.7 - (3600 x .00125)
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T = 5.7 - 4.5
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T = 1.2 inches (above the line of sight)
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Another:
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The same bullet drops 17.7 inches by 300 feet. How far off the line
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of sight is it now?
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T = (D-I) + ((R-S) x ((D+H)/S)
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T = (7.5-17.7) + ((10800-7200) x ((7.5+1.5)/7200)
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T = -10.2 + (3600 x .00125)
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T = -10.2 + 4.5
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T = -5.7 inches (below the line of sight)
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Other Formulas:
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2
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Kinetic Energy = ((Bullet wght/225218) x Velocity )/2
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Energy Transfer = Kinetic Energy x Caliber
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3 2
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Optimum Game Weight = Velocity x Bullet Weight x 1.5012 x 10e-13
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Mach = Velocity/1127
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Miles per hour = (Velocity x 3600)/5280
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Wind drift:
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t = time of flight in seconds
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s = wind speed in mph
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a = angle of wind off trajectory path
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v = muzzle velocity in feet per second
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r = range in yards
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Wind drift = (s x sin(a)) x (t - (v/r)
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I know all this is a bit complicated, but with a little practice it
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becomes rather easy to make the computations necessary. For further
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information read "Hatcher's Notebook," which covers a lot of other
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interesting territory besides exterior ballistics. If you have any questions,
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leave me a message on CompuServe's NRA forum.
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Russ White
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ID No: 73737,670
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