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#61 Posted at 2014-08-30 07:32        
     
hey guys, i can even use one of my techniques (that i use with my Rem 700 in real life) for this game 8-)
it's called "Super Easy & Quick Wind Hold Off" 8-)

Wind Hold (Mils) = Range (Converted to Mils) x (Wind value/4 mph)

in this case, i use a 4 mph Window because The BC for the standard .308 is 0.4xx . You can use this formula for any kind of projectile but you have to adjust the Window depending on the BC (0.5 → 5mph ; 0.6 → 6 mph ; 0.7 → 7 mph ; 0.8 → 8 mph ; 0.9 → 9 mph ; 1.0 → 10 mph ; so on) :-)

Next is the Range to Mil conversion
100 = .1 mil
200 = .2 mil
300 = .3 mil
400 = .4 mil
500 = .5 mil
600 = .7 mil → adding 0.1 mil due to .308 velocity bleed off (depending on the BC)
700 = .8 mil
800 = .9 mil
900 = 1.0 mil
1000 = 1.1 mil
so on

Example (for a .308):
Range (500 meters) and Wind value (8 mph)
Wind Hold = .5 Mil x (Wind value/4 mph)
Wind Hold = .5 Mil x (8/4)
Wind Hold = .5 Mil x 2 = 1 Mil hold into the wind ;-)

This can be used for 5.56 with a BC of .3xx, using 3 mph window (adding 0.1 mil at 500 m and beyond)
This can be used for 300 Win Mag with a BC of .5xx using 5 mph window (adding 0.1 mil at 700 m and beyond)
This can be used for 338 LM with a BC of .6xx using 6 mph window (adding 0.1 mil at 800 m and beyond)and so on.

this technique is best to hold off for the wind especially when wind is changing like crazy *OK*
give this a try, it'll get your shot 100% dead on the target ;-) i tried it in this game & it surprisingly works! *YES*

This post was edited by vekongmaster (2014-09-01 19:02, ago)

Blessed be The Lord who teaches my hands to war and my fingers to battle! \m/

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#62 Posted at 2014-08-30 20:39        
     
@vekongmaster: damn! your formula is totally right bro!! i tried it with M118LR and B408LB in game, it really worked! *THUMBS UP* omfg, we can use a real technique for this game =-O i'm so amazed! thank you so much for da info bro! maybe you can show us some of your other quick formulas that we can use for this simulator *KISSING*

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#63 Posted at 2014-08-30 21:07        
     
Hey master, nice kentucky windage :-)

The best part is to know it works in game as well :-)

Keep it up dude!

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#64 Posted at 2014-08-30 22:14        
     
yup at first i was shocked too knowing that we could actually apply this formula to this game...
thanks to ACE, Dagger, and all Ballistics genius who made this happen :-*
i still got some tips and tricks i'd like to share with you guys, i'm gonna test them first to see if they're also applicable for this game :-)

just stay tuned...

Blessed be The Lord who teaches my hands to war and my fingers to battle! \m/

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#65 Posted at 2014-08-31 16:52        
     
Nice!

We´re waiting pal :-)

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#66 Posted at 2014-08-31 20:35        
     
hey guys, here's another trick or method that i use for my Rem 700. this technique is used to shoot high angles. it's called "Quick High Angle Shooting" 8-)

Three easy rules:
• 30 degrees = subtract 0.5 MOA or 0.15 mil every 100 m from your normal hold
• 45 degrees = subtract 1 MOA or 0.3 mil every 100 m from your normal hold
• 60 degrees = subtract 2 MOA or 0.6 mil every 100 m from your normal hold and then add 1 MOA or .3 mil back to the hold

(This formula works really well for .308 rifles.)

Example for 500 m target with bullet drop of 3.6 mils or 12.35 MoA (.308 cal, 175 gr, 2600 fps, BC of 0.475, 100 m zero, 27 inHg, 70°F):
For 30 degrees we take that 3.6 mils, then subtract 2.5 MOA (0.5 MOA x 5) or 0.75 mil (0.15 mil x 5), so the real bullet drop is 2.85 mils
For 45 degrees. we take the 3.6 mils and subtract 5 MOA (1 MOA x 5) or 1.5 mils (0.3 mil x 5), so the real bullet drop is 2.1 mils
For 60 degrees. we take the 3.6 mils and subtract 9 MOA (2 MOA x 5, then add 1 MOA back) or 2.7 mils (0.6 mil x 5, then add 0.3 mil back), so the real bullet drop is 0.9 mil

some ACE players use Pythagoras Theorem to calculate the real horizontal range, but trust me it's very inefficient! *WALL* my method is lotta faster and accurate 8-)

P.S.: you might ask how do we know our inclination angle in this game, well just turn your view to 3rd person and see your barrel, estimate how tilt or canted your barrel is *DRINK*

Blessed be The Lord who teaches my hands to war and my fingers to battle! \m/

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#67 Posted at 2014-09-01 14:34        
     
@vekongmaster: wow another interesting formula you got dude, i'll try it in game :-) well i usually use Pythagoras Theorem to calculate the horizontal range for uphill and downhill shooting

(Range)² = (Shooter's Altitude)² + (Horizontal Range)²

but yeah obviously it's taking too much time and effort even just to calculate the squares *CRAZY*
especially if you don't have any calculator, you're screwed big time lol :-D

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#68 Posted at 2014-09-01 14:47        
     
Very nice dudes :-)

Here are my contributions.

You can always use the emergency formula: all distances times 0.7. Works well for short to medium ranges.

Or, you can bring a cosinus table with you :-)

y/hip Inclination α Cos α
5% 3% 3° 1,00
10% 6% 6° 0,99
15% 10% 9° 0,99
20% 13% 12° 0,98
25% 16% 14° 0,97
30% 19% 17° 0,95
35% 23% 20° 0,94
40% 26% 24° 0,92
45% 30% 27° 0,89
50% 33% 30° 0,87
55% 37% 33° 0,84
60% 41% 37° 0,80
65% 45% 41° 0,76
70% 49% 44° 0,71
75% 54% 49° 0,66
80% 59% 53° 0,60
85% 65% 58° 0,53
90% 71% 64° 0,44
95% 80% 72° 0,31
100% 100% 90° 0,00

"hip" is the triangle´s hypotenuse and "y" is height difference between you and the target.

It also works for cross winds coming from different angles, different targets moving directions and target size readings :-)

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#69 Posted at 2014-09-01 20:23        
     
right Dagger! *THUMBS UP* BUT it's more like this:

Cos (α°) x the normal Firing Solution at that range :-)

we don't multiply the Cos (α°) by the distance (Hypotenuse)! the solution won't be accurate. Lotta people thought Cos (α°) x the Distance or the Hypotenuse but it's not true. i tested it with my solvers...

for instance, a .308 cal (175 gr, 2600 fps, BC of 0.475, 100 m zero, 27 inHg, 70°F) shooting a target at 1000 m & Angle is 30°, the normal drop is 12.2 Mils, so the real drop for that angle is :
Cos (30°) x 12.2 Mils = 0.87 x 12.2 Mils = 10.6 Mils :-)
& turns out that my solvers say it's 10.5 Mils, yup almost the same! :-)

if we multiply it by the Hypotenuse to get the horizontal range which is 870 m (0.87 x 1000 m) and input it in the ballistics solver (Range is 870 m, instead of 1000 m) the drop will be 9.5 Mils. wow that's 1 Mils off the target bro! :-(

as you said, if we know the Cosine of the Angle sure we can easily adjust for angle of firing, angle of wind direction, and angle of moving target. Just make sure we always bring our Cosines Table :-D
when we're out in the field & we don't have that table or our ballistics apps just got broken, the Quick High Angle Shooting formula will come in handy ;-)

anyway Dagger, do you have any quick formula related to Moving Targets? *SCRATCH* i've never shot any moving targets, so far always stationary targets. but a friend of mine told me a formula he uses with his .308 to calculate leads for moving targets:

Lead in mils = (TOF(seconds) x target speed (mph) x 447 ) / Range (meter)

i don't know if this is accurate in real life, never try it, but i only checked it out with my solvers, it's actually pretty good....

This post was edited by vekongmaster (2014-09-01 22:56, ago)

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#70 Posted at 2014-09-01 23:05        
     
Hey Master,

I always use come ups instead of hold offs, and I have been using ready tables instead of the "fast formulas". In the end I am not that tactical guy.

But, I strongly recognize the importance of those "fast formulas" and I encourage people to use them. Even now you are convincing me to start using them again for game purposes. You can always loose everything and remain with your rifle only. So, maybe it would be time for us to start speaking hold offs too.

To shoot moving targets I use the solvers suggested time of flight. If I know the target´s speed, range and cosinus, then I know how many MIL´s it will travel, in my scope, on those many seconds suggested by the solvers. You can also measure TOF´s using Kronzy´s fire range. You should not use Murcielago´s firing range because his numbers don´t match other missions.

Bringing to game terms, using the .300 WM DGR_M24A2 with Mk248 mod1 ammo, from 0 to 1200m, you can use anything from 2 to 3 MIL´s for walking targets (around 1,7 meters per second) at 90 degrees. I am redoing my .308 M118LR table for the DGR_M40A5, but the same number should work from 0 to 800 meters. I always aim at 2,5 and voila :-)

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#71 Posted at 2014-09-02 06:44        
     
yup those fast formulas are designed to be used in the real field where sometimes our ballistics solver doesn't function properly or maybe out of battery :-) Well i know that for the game purpose, we can just easily use our ballistics solver :-D But since the game is made based on real ballistics, i'm sure we can apply those fast formulas in this game too so that's why i'm sharing them with you all @}->-- now players can feel what real shooters do in the field because those formulas are field proven *THUMBS UP*

for your M118LR (M40 & M24) shooting at Moving Targets (1,7 m/s or 4 mph) at 90 degrees, the lead would be:

Lead in mils = (TOF(seconds) x target speed (mph) x 447 ) / Range (meter)
Lead in mils = (1.4 s x 4 x 447) / 800 m
Lead in mils = 3.1 Mils

and surprisingly, my ballistics solvers say the lead is 3.1 Mils too! wow that's pretty dead on! *BRAVO*

this moving target formula matches the ballistics solvers but then again i haven't tried it neither in the field nor in the game...

Blessed be The Lord who teaches my hands to war and my fingers to battle! \m/

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#72 Posted at 2014-09-02 18:39        
     
@vekongmaster: nice bro :-) keep them coming...

@Dagger: yo Dagger, i've installed AtragMX mod to calculate firing solution for your projectiles (i know you're using it too) http://www.armaholic.com/page.php?id=26171#comments
http://forums.bistudio.com/showthread.php?180127-ATragMX-Handheld-ballistics-calculator-1-0-Stable-Release-Thread

but kinda confused when inserting the parameters, what's the difference between WC (Wind Coefficient) and BC (Ballistics Coefficient)? can you explain me all the parameters of your projectiles? :-|

& another thing, the creator of that mod (Ruthberg) made a ballistics mod for Arma 3 ("Advanced Ballistics"), he claimed that mod has dynamic air density (air pressure, temp, humidity), muzzle velocity variation due to ammo temp, even spin drift and coriolis effect =-O is that for real??!! Arma 3 engine is capable of doing that? =-O OMFG!!! you've tried that mod?

why don't you join Ruthberg's project and together make some super awesomely realistic ballistics mod?
you're a ballistics genius and a remarkable modder. you can help Ruthberg perfect that mod *DRINK*

This post was edited by Tupac Shakur (2014-09-02 18:48, ago)

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#73 Posted at 2014-09-03 15:20        
     
Hey Tupac,

Don´t worry, I will release a list of all WC´s and BC´s used on the next release.

BC is the real life ballistic coefficient. It affects bullet drop and all solvers require it.

WC is the wind coefficient. It´s not "real life", it is a variable created by the ACE mod to tell how bullets will be drifted by cross winds.

I can see you are a very devoted man *DRINK* . Thank you man, but people like you gives me motivation to invest time on these mods. Thank you.

I´m talking to Ruthberg, but on the forum for his A2 versions. The A3 forum seems to be much hotter though.

Hey Master,

Well done perfecting the numbers. I´ll release a test weapon and ammo, with 0 dispersion, in order to allow us making accurate ballistic tables. So that we could divide ourselves and each one creates one table for a chosen caliber. Pretty much like I did on my manual. But, this time with 50m range steps. We could take notes on drop, drift and tof.

Oh, by the way, the cosinus times the drop formula works better for short zeroes like 100m, if you use 300 or 400m zeroes then you will have a distortion *DRINK*

I will also include a mission to make that easier.

This post was edited by QuickDagger (2014-09-05 15:22, ago)

Dagger Scopes for A3:https://forums.bistudio.com/topic/183698-dagger-scopes-for-arma-3/
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#74 Posted at 2014-09-03 19:01        
     
i'm the one who should thank you Dagger for making awesome mods & sharing them with us for free @}->-- . i'm a huge fan of all your mods *IN LOVE* Thanks to your awesome mods and all infos you guys posted on this forum, now i really know what real snipers actually do *THUMBS UP* Nice Job guys! Keep up the good work *DRINK*

a lil request here: would you kindly add Hornady .50 cal 750 gr A-Max to your ballistics mod, i'd like to use it to simulate Rob Furlong's longest shot ;-)

This post was edited by Tupac Shakur (2014-09-03 22:32, ago)

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#75 Posted at 2014-09-04 01:52        
     
Hey Tupac, check the scopes forum :-)

Dagger Scopes for A3:https://forums.bistudio.com/topic/183698-dagger-scopes-for-arma-3/
Dagger Scopes: http://www.armaholic.com/page.php?id=19844
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