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#1
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How does it work out for cartridges that start out as subsonic? .45, .300, .458 SOCOM, black powder muzzle loaders; for example.
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#2
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Without running additional ballistic plots, I would assume it runs like the 9x19mm, where the EFactor would drop off by 1 for every 2 multiples of effective range. Sent from my iPhone using Tapatalk |
#3
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To "simplify" this, I started to provide range charts to the players for each of their weapons used.
I use a program called Ballistics Explorer v6.50 (an online site to use is http://www.shooterscalculator.com/). Since we know the muzzle velocity of each weapon, I just find a cartridge that is approximate to the issued ammunition in the DB and plot a chart out to 1000 m for rifles/LMG, 1500 m for MMG, 2000 m for HMG and 200 m for pistols/SMG's at 50 m intervals. They look similar to your Excel charts you show. I give distance, velocity, energy, time of flight and e-factor. |
#4
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#5
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What do you think of positive or negative to hit modifiers for range?
Bullet rise and the bullet drop haven't been incorporated into anyone's tables to my knowledge. |
#6
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So something different than the current range modifiers. Not sure how to tie that to ballistics plots.
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