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  1. Is there a mathematical formula to copy and paste into Excel to make your own ballistic table form your own data? I'm wondering because none of the...

  2. 9 lip 2010 · 1. Compute the distance between shooter and target: dist = sqrt((xt - xs)^2 + (yt - ys)^2) Divide the x and y distances by the above one: nx = (xt - xs)/dist; ny = (yt - ys)/dist; (normalization of the vector) Multiply the results by a factor to get n pixels per time unit, ie. a speed in each direction.

  3. The formula for calculating bullet velocity reduction over time is v(t) = v(0) * e^(-kt), where v(t) is the velocity at time t, v(0) is the initial velocity, and k is the deceleration constant. 2. What is the deceleration constant and how is it determined?

  4. 15 mar 2011 · I'm creating a calculator to calculate Time based on known distance and speed values. I have a spreadsheet that I downloaded that does this but it is protected and can't see the formula/cell format. The distances are short and the speed is fairly slow, and the time it takes is in seconds, not minutes or hours.

  5. Vector totarget = target.position - tower.position; float a = Vector.Dot(target.velocity, target.velocity) - (bullet.velocity * bullet.velocity); float b = 2 * Vector.Dot(target.velocity, totarget); float c = Vector.Dot(totarget, totarget); float p = -b / (2 * a); float q = (float)Math.Sqrt((b * b) - 4 * a * c) / (2 * a); float t1 = p - q ...

  6. Calculate Muzzle Velocity from Instrumental Velocity. To calculate the muzzle velocity, a velocity measurement, the ballistic coefficient and the distance from the muzzle to the measurement point are required.

  7. The formula for $F_a(v)$ should be known for any kind of bullet. If we know the velocity at the end of the trajectory $\vec{v}_0$ then the system (2) is a Cauchy problem and can be solved numerically.