Ballistic Calculator Rangefinder – Calculate Projectile Trajectory
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Ballistic Calculator Rangefinder
Ballistic Trajectory Calculator
Results
Drop: — MOA
Calculations based on standard ballistic equations considering bullet properties, velocity, environmental factors, and wind.
Trajectory Visualization
Projectile path showing drop and windage at various ranges.
Ballistic Data Table
Detailed trajectory data for key ranges.
| Range (yd) |
Drop (MOA) |
Wind Drift (MOA) |
Time of Flight (s) |
Energy (ft-lbs) |
| Enter values and calculate to see data. |
What is a Ballistic Calculator Rangefinder?
A ballistic calculator rangefinder is an indispensable tool for anyone who relies on accurate projectile trajectory prediction. It combines the functionality of a laser rangefinder with sophisticated ballistic computation algorithms. Essentially, it measures the distance to a target and then, using a set of pre-programmed or user-inputted ballistic data for a specific firearm and ammunition combination, calculates how much the projectile will drop and drift due to environmental factors like wind, elevation, and temperature. This allows shooters to make precise aiming adjustments, ensuring accuracy at extended distances. For hunters, competitive shooters, military personnel, and even engineers designing projectile systems, a ballistic calculator rangefinder significantly enhances the probability of a successful shot or mission.
Who Should Use It?
The primary users of a ballistic calculator rangefinder include:
- Long-Range Shooters: Essential for hitting targets accurately beyond 300 yards.
- Hunters: Crucial for ethical shots on game at varying distances, especially in challenging conditions.
- Military and Law Enforcement Snipers: Vital for mission success and personnel safety.
- Sporting Clays and Precision Rifle Competitors: Needed for consistent performance in competitions.
- Ballistics Enthusiasts and Researchers: For understanding and experimenting with projectile physics.
Common Misconceptions
One common misconception is that any rangefinder can provide ballistic data. Standard rangefinders only measure distance. Ballistic calculators, whether standalone or integrated into a rangefinder, require specific data about the bullet and firearm. Another misconception is that ballistic calculations are overly complex for the average user; modern ballistic calculator rangefinders simplify this process dramatically, often with intuitive interfaces. Finally, some believe that environmental factors have a negligible impact at shorter ranges, but even slight variations can affect accuracy significantly when precision is paramount.
Ballistic Calculator Rangefinder Formula and Mathematical Explanation
The core of a ballistic calculator involves solving complex differential equations that describe projectile motion under the influence of gravity, air resistance (drag), and wind. While a full derivation is extensive, the fundamental principles can be understood by considering the forces acting on the projectile. The calculator typically uses a numerical method, such as the Runge-Kutta method, to integrate these equations over time. A simplified approach often involves using established ballistic coefficients and drag models (like G1 or G7) which represent the aerodynamic performance of a bullet shape.
Step-by-Step Derivation (Conceptual)
- Initial Conditions: Define the projectile's starting state: muzzle velocity, launch angle (usually assumed horizontal for zeroed rifles), and position.
- Forces Calculation: At each small time step, calculate the forces acting on the projectile:
- Gravity: A constant downward force (mass * g).
- Drag: A force opposing the direction of motion, dependent on air density, velocity squared, bullet cross-sectional area, and the ballistic coefficient (Drag = 0.5 * ρ * v² * A / BC, where ρ is air density, v is velocity, A is cross-sectional area, and BC is ballistic coefficient).
- Wind: A force component acting perpendicular to the projectile's path, dependent on wind speed and direction relative to the projectile's velocity vector.
- Acceleration: Use Newton's second law (F=ma) to find the acceleration in the x, y, and z directions.
- Velocity Update: Update the projectile's velocity components based on the calculated acceleration and the time step (v_new = v_old + a * Δt).
- Position Update: Update the projectile's position components based on the new velocity and the time step (pos_new = pos_old + v_new * Δt).
- Iteration: Repeat steps 2-5 until the projectile hits the target range or impacts the ground.
Variable Explanations
The accuracy of the ballistic calculator rangefinder hinges on the precise input of several key variables:
| Variable |
Meaning |
Unit |
Typical Range |
| Bullet Weight |
Mass of the projectile. |
Grains (gr) |
50 – 500 gr |
| Bullet Diameter (Caliber) |
Diameter of the projectile. |
Inches (in) |
0.17 to 0.50 in |
| Ballistic Coefficient (BC) |
Measure of how well a bullet cuts through the air. Higher BC means less drag. Often uses G1 or G7 standard. |
Unitless |
0.200 – 0.700+ |
| Muzzle Velocity |
Speed of the bullet as it leaves the barrel. |
Feet per second (fps) |
1500 – 4000 fps |
| Sight Height |
Vertical distance between the rifle's bore and the optical line of sight (center of scope). |
Inches (in) |
1.0 – 3.0 in |
| Zero Range |
Distance at which the rifle's sights are adjusted to match the bullet's point of impact. |
Yards (yd) |
50 – 1000 yd |
| Target Range |
Distance to the intended target. |
Yards (yd) |
10 – 2000+ yd |
| Windage (Crosswind) |
Speed of the wind blowing perpendicular to the line of sight. |
Miles per hour (mph) |
0 – 30 mph |
| Wind Direction |
Angle of the wind relative to the shooter's position. |
Degrees (0=Headwind, 90=Right Crosswind, 180=Tailwind, 270=Left Crosswind) |
0 – 359 degrees |
| Elevation |
Altitude of the shooting location above sea level. Affects air density. |
Feet (ft) |
0 – 10000+ ft |
| Temperature |
Ambient air temperature. Affects air density. |
Fahrenheit (°F) |
-20 – 100 °F |
Practical Examples (Real-World Use Cases)
Understanding the application of a ballistic calculator rangefinder is key to appreciating its value. Here are two practical scenarios:
Example 1: Whitetail Deer Hunt
A hunter is tracking a whitetail deer in a field. Using a ballistic calculator rangefinder, they measure the distance to the deer at 350 yards. Their rifle is chambered in 30-06 Springfield, firing a 150-grain bullet with a muzzle velocity of 2800 fps and a G1 BC of 0.450. The rifle is zeroed at 200 yards, and the scope is mounted 1.5 inches above the bore. A light crosswind of 8 mph from the left is present. The hunter's location is at an elevation of 1000 feet, and the temperature is 45°F.
Inputs:
- Bullet Weight: 150 gr
- Bullet Diameter: 0.308 in
- BC: 0.450
- Muzzle Velocity: 2800 fps
- Sight Height: 1.5 in
- Zero Range: 200 yd
- Target Range: 350 yd
- Windage: 8 mph
- Wind Direction: Left Crosswind (270 degrees)
- Elevation: 1000 ft
- Temperature: 45 °F
Calculator Output (simulated):
- Drop: 10.5 MOA
- Wind Drift: 3.2 MOA (to the right, due to left crosswind)
- Total Adjustment Needed: Approximately 13.7 MOA up and 3.2 MOA right (or adjusted for scope clicks).
Interpretation: Without the ballistic calculator, aiming at 350 yards would likely result in a miss. The calculator indicates the bullet will fall significantly and drift right. The hunter needs to adjust their aim upwards by roughly 10.5 MOA and compensate for the wind drift by aiming slightly into the wind (left). This ensures a vital hit on the deer.
Example 2: Precision Rifle Competition
A competitor in a precision rifle match needs to engage a target at 800 yards. They are using a custom rifle with a 6.5 Creedmoor cartridge, firing a 140-grain projectile with a high BC (G7 BC of 0.350, equivalent G1 ~0.650) at a muzzle velocity of 2750 fps. Their rifle is zeroed at 100 yards, with a sight height of 1.6 inches. The wind is a significant factor: 15 mph from the right. The competition is held in Wyoming at an elevation of 6000 feet, with a temperature of 70°F.
Inputs:
- Bullet Weight: 140 gr
- Bullet Diameter: 0.264 in
- BC: 0.650 (G1)
- Muzzle Velocity: 2750 fps
- Sight Height: 1.6 in
- Zero Range: 100 yd
- Target Range: 800 yd
- Windage: 15 mph
- Wind Direction: Right Crosswind (90 degrees)
- Elevation: 6000 ft
- Temperature: 70 °F
Calculator Output (simulated):
- Drop: 28.0 MOA
- Wind Drift: 12.5 MOA (to the left, due to right crosswind)
- Time of Flight: 2.8 seconds
Interpretation: At 800 yards, the bullet will drop considerably (nearly 3 MOA). More critically, the strong right crosswind will push the bullet significantly to the left (12.5 MOA). The competitor must dial in approximately 28 MOA of elevation and 12.5 MOA of windage correction into their scope turrets to hit the target center. The long time of flight also means the bullet is exposed to wind for longer, increasing potential drift.
How to Use This Ballistic Calculator Rangefinder
Using this ballistic calculator rangefinder is straightforward, designed to provide quick and accurate results. Follow these steps:
- Input Your Rifle and Ammunition Data: Accurately enter the details for your specific firearm and the ammunition you are using. This includes bullet weight, caliber (diameter), ballistic coefficient (BC), and muzzle velocity. Ensure you use the correct BC value (G1 or G7) as specified by the ammunition manufacturer.
- Enter Environmental and Sighting Data: Input your rifle's sight height above the bore, the range at which it is zeroed, and the current environmental conditions: wind speed and direction, elevation, and temperature.
- Specify Target Range: Enter the distance to your target.
- Calculate: Click the "Calculate Trajectory" button.
- Read the Results: The calculator will display the primary result (bullet drop in MOA) prominently. It will also show key intermediate values like wind drift and time of flight.
- Interpret and Adjust: Use the calculated drop and drift values to adjust your aim. MOA (Minute of Angle) is a common unit where 1 MOA ≈ 1 inch at 100 yards. Most rifle scopes have adjustments calibrated in MOA. For example, if the drop is 10.5 MOA, you need to aim 10.5 MOA higher than your target. If the wind drift is 3.2 MOA, you need to aim 3.2 MOA into the wind.
- Use the Table and Chart: The generated table provides detailed trajectory data for various ranges, useful for pre-planning shots. The chart offers a visual representation of the bullet's path.
- Copy Results: If needed, use the "Copy Results" button to save or share the calculated data.
- Reset: Use the "Reset" button to clear current inputs and return to default values.
Decision-Making Guidance: The results from the ballistic calculator rangefinder are crucial for making informed decisions. They help determine if a shot is feasible within your skill level and equipment capabilities, ensure ethical hunting practices by promoting accurate hits, and provide the necessary data for success in competitive shooting.
Key Factors That Affect Ballistic Calculator Rangefinder Results
Several factors significantly influence the accuracy of ballistic calculations. Understanding these helps in refining inputs and interpreting results:
- Ballistic Coefficient (BC): This is arguably the most critical factor. A higher BC means the bullet retains velocity better and is less affected by air resistance. Using an inaccurate BC value (e.g., wrong standard like G1 vs. G7, or an estimated value) will lead to significant errors in drop and velocity predictions.
- Muzzle Velocity (MV): Variations in MV from shot to shot, or using a manufacturer's advertised MV instead of chronographed MV for your specific rifle, can cause deviations. MV changes with temperature and barrel condition.
- Wind Speed and Direction: Wind is a major factor, especially at longer ranges. Even slight variations in wind speed or direction can cause substantial horizontal drift. Accurately estimating wind is often the most challenging aspect.
- Atmospheric Conditions (Air Density): Air density is affected by elevation, temperature, and humidity. Denser air increases drag, slowing the bullet down faster and increasing drop and wind drift. Less dense air has the opposite effect.
- Bullet Stability (Spin Drift): As a bullet spins, it experiences a slight drift perpendicular to its trajectory due to gyroscopic effects and aerodynamic interactions. This is usually a small factor but can be relevant for extreme long-range shooting.
- Scope Height and Zero Range: The distance between the scope's line of sight and the barrel's line of bore (sight height) directly impacts the trajectory, especially at closer ranges. The zero range determines the point-blank range and how the bullet's path intersects the line of sight at different distances.
- Bullet Integrity and Aerodynamics: Damage to the bullet, inconsistent manufacturing, or using a BC value that doesn't accurately represent the bullet's performance in transonic or supersonic flight regimes can introduce errors.
- Shooter Technique: While not a factor in the calculation itself, the shooter's ability to accurately range the target, estimate wind, and apply the calculated corrections is paramount for a successful shot.
Frequently Asked Questions (FAQ)
What is the difference between a ballistic calculator and a rangefinder?
A rangefinder measures distance. A ballistic calculator predicts projectile trajectory based on various inputs. A ballistic calculator rangefinder integrates both functions.
What does MOA mean?
MOA stands for Minute of Angle. It's an angular measurement used in shooting. 1 MOA is approximately 1.047 inches at 100 yards, or roughly 1 inch at 100 yards for practical purposes.
How accurate are ballistic calculators?
Ballistic calculators are highly accurate when provided with precise inputs. Their accuracy is limited by the quality of the input data (especially BC and MV) and the sophistication of the ballistic model used.
Should I use G1 or G7 BC?
G7 BC is generally more accurate for modern, high-performance bullets, especially in the transonic and subsonic velocity ranges. G1 is an older standard but still widely used. Always check which standard your ammunition manufacturer provides.
How does temperature affect bullet trajectory?
Higher temperatures decrease air density, reducing drag. This causes the bullet to slow down less, resulting in less drop and potentially less wind drift. Lower temperatures increase air density, increasing drag and thus increasing drop and drift.
What is spin drift?
Spin drift is a phenomenon where the spinning bullet experiences a slight lateral drift due to aerodynamic forces acting on the rifling grooves. It's typically a small effect, usually drifting in the direction of the rifling's rotation (e.g., right for standard right-hand twist barrels).
Can I use this calculator for different types of projectiles?
This calculator is primarily designed for rifle bullets. While the principles apply to other projectiles, specific inputs and models might be needed for artillery shells, arrows, or other specialized rounds.
How often should I re-zero my rifle?
You should re-zero your rifle if you change ammunition types, make significant adjustments to your scope, or if the rifle has been subjected to rough handling. Regular checks (e.g., every few hundred rounds or annually) are also recommended.
var gravity = 32.174; // ft/s^2
var yardsToFeet = 3;
var feetToInches = 12;
var mphToFps = 1.46667;
var moaToRad = Math.PI / (180 * 60);
var feetToMeters = 0.3048;
var metersToYards = 1.09361;
function calculateBallistics() {
// Input Validation
var errors = false;
var inputs = {
bulletWeight: { value: parseFloat(document.getElementById("bulletWeight").value), min: 1, max: 1000, id: "bulletWeight", errorId: "bulletWeightError" },
bulletDiameter: { value: parseFloat(document.getElementById("bulletDiameter").value), min: 0.1, max: 1, errorId: "bulletDiameterError" },
ballisticCoefficient: { value: parseFloat(document.getElementById("ballisticCoefficient").value), min: 0.1, max: 1, errorId: "ballisticCoefficientError" },
muzzleVelocity: { value: parseFloat(document.getElementById("muzzleVelocity").value), min: 500, max: 5000, errorId: "muzzleVelocityError" },
sightHeight: { value: parseFloat(document.getElementById("sightHeight").value), min: 0.1, max: 10, errorId: "sightHeightError" },
zeroRange: { value: parseFloat(document.getElementById("zeroRange").value), min: 1, max: 2000, errorId: "zeroRangeError" },
targetRange: { value: parseFloat(document.getElementById("targetRange").value), min: 1, max: 3000, errorId: "targetRangeError" },
windage: { value: parseFloat(document.getElementById("windage").value), min: 0, max: 50, errorId: "windageError" },
elevation: { value: parseFloat(document.getElementById("elevation").value), min: -1000, max: 15000, errorId: "elevationError" },
temperature: { value: parseFloat(document.getElementById("temperature").value), min: -50, max: 150, errorId: "temperatureError" }
};
for (var id in inputs) {
var input = inputs[id];
var errorElement = document.getElementById(input.errorId);
if (isNaN(input.value) || input.value input.max) {
errorElement.textContent = "Please enter a valid number between " + input.min + " and " + input.max + ".";
errorElement.style.display = "block";
errors = true;
} else {
errorElement.textContent = "";
errorElement.style.display = "none";
}
}
if (errors) {
return;
}
var bulletWeight = inputs.bulletWeight.value; // gr
var bulletDiameter = inputs.bulletDiameter.value; // inches
var bc = inputs.ballisticCoefficient.value; // unitless
var muzzleVelocity = inputs.muzzleVelocity.value; // fps
var sightHeight = inputs.sightHeight.value; // inches
var zeroRange = inputs.zeroRange.value; // yards
var targetRange = inputs.targetRange.value; // yards
var windage = inputs.windage.value; // mph
var windageDirection = parseInt(document.getElementById("windageDirection").value); // degrees
var elevation = inputs.elevation.value; // feet
var temperature = inputs.temperature.value; // F
// Environmental Factors (Simplified Air Density Calculation)
// Standard sea level pressure: 14.696 psi
// Standard sea level temperature: 59 F (15 C)
// Air density decreases with altitude and increases with temperature (simplified)
var pressureFactor = Math.pow(10, -0.00003 * elevation); // Simplified pressure effect
var temperatureFactor = 1 + 0.00366 * (temperature – 59); // Simplified temperature effect on density
var airDensity = 1.225 * pressureFactor * temperatureFactor; // kg/m^3 (approximate standard at sea level is 1.225 kg/m^3)
// Convert units to metric for physics calculations
var bulletWeightKg = bulletWeight * 0.00006479891; // gr to kg
var bulletDiameterM = bulletDiameter * 0.0254; // inches to meters
var muzzleVelocityMps = muzzleVelocity * 0.3048; // fps to m/s
var targetRangeM = targetRange * 0.9144; // yards to meters
var zeroRangeM = zeroRange * 0.9144; // yards to meters
var sightHeightM = sightHeight * 0.0254; // inches to meters
var windageMps = windage * mphToFps * 0.3048; // mph to m/s
var crossSectionalArea = Math.PI * Math.pow(bulletDiameterM / 2, 2);
var dragFactor = 0.5 * airDensity * crossSectionalArea / bc;
// Ballistic Calculation (Simplified Runge-Kutta or similar iterative method)
var dt = 0.01; // Time step in seconds
var time = 0;
var x = 0; // Horizontal distance
var y = 0; // Vertical distance (height)
var vx = muzzleVelocityMps;
var vy = 0;
var trajectoryPoints = [];
var tableData = [];
var energy = 0.5 * bulletWeightKg * Math.pow(muzzleVelocityMps, 2); // Initial energy in Joules
var currentRangeIndex = 0;
var rangeIncrements = [50, 100, 150, 200, 250, 300, 350, 400, 450, 500, 550, 600, 650, 700, 750, 800, 850, 900, 950, 1000];
var targetRangeIndex = rangeIncrements.indexOf(targetRange);
if (targetRangeIndex === -1) {
rangeIncrements.push(targetRange);
rangeIncrements.sort(function(a, b){ return a – b; });
targetRangeIndex = rangeIncrements.indexOf(targetRange);
}
var zeroRangeData = null;
while (y >= 0 && x = rangeIncrements[currentRangeIndex] && currentRangeIndex <= targetRangeIndex) {
var rangeYards = rangeIncrements[currentRangeIndex];
var rangeFeet = rangeYards * yardsToFeet;
var dropFeet = rangeFeet – y; // Drop relative to bore line if zeroed at 0
var dropMOA = (dropFeet / feetToInches) / moaToRad; // MOA drop relative to bore
// Calculate trajectory relative to sight height and zero range
var zeroRangeDropFeet = 0;
if (zeroRangeData && zeroRangeData.rangeYards === rangeYards) {
zeroRangeDropFeet = zeroRangeData.dropFeet;
} else if (zeroRangeData && zeroRangeData.rangeYards rangeIncrements.length) break; // Prevent infinite loop
}
// Calculate final results
var finalDropMOA = 0;
var finalWindDriftMOA = 0;
var finalTimeOfFlight = 0;
var finalEnergyFtLbs = 0;
if (tableData.length > 0) {
var targetRangeData = tableData.filter(function(d) { return parseFloat(d.rangeYards) === targetRange; })[0];
if (targetRangeData) {
finalDropMOA = targetRangeData.dropMOA;
finalWindDriftMOA = targetRangeData.windDriftMOA;
finalTimeOfFlight = targetRangeData.timeOfFlight;
finalEnergyFtLbs = targetRangeData.energyFtLbs;
} else {
// If target range is not in increments, use the last calculated point
var lastPoint = tableData[tableData.length – 1];
finalDropMOA = lastPoint.dropMOA;
finalWindDriftMOA = lastPoint.windDriftMOA;
finalTimeOfFlight = lastPoint.timeOfFlight;
finalEnergyFtLbs = lastPoint.energyFtLbs;
}
}
// Adjust for sight height and zero range
var zeroRangeDropMOA = 0;
var zeroRangePoint = tableData.filter(function(d) { return parseFloat(d.rangeYards) === zeroRange; })[0];
if (zeroRangePoint) {
zeroRangeDropMOA = parseFloat(zeroRangePoint.dropMOA);
}
var sightHeightAdjustmentMOA = (sightHeight / feetToInches) / moaToRad; // MOA adjustment needed to bring point of impact up to line of sight at close range
// Calculate final drop relative to zeroed point
var effectiveDropMOA = parseFloat(finalDropMOA) – zeroRangeDropMOA;
// The primary result is the drop relative to the zeroed point
var primaryResultDrop = effectiveDropMOA.toFixed(2);
// Wind drift is relative to the target line
var effectiveWindDriftMOA = parseFloat(finalWindDriftMOA);
document.getElementById("dropResult").textContent = primaryResultDrop;
document.getElementById("intermediateDrop").innerHTML = 'Drop:
' + primaryResultDrop + ' MOA';
document.getElementById("intermediateWindage").innerHTML = 'Wind Drift:
' + effectiveWindDriftMOA.toFixed(2) + ' MOA';
document.getElementById("intermediateTimeOfFlight").innerHTML = 'Time of Flight:
' + finalTimeOfFlight + ' sec';
// Update Table
var tableBody = document.getElementById("ballisticsTableBody");
tableBody.innerHTML = ""; // Clear previous data
if (tableData.length > 0) {
tableData.forEach(function(data) {
var row = tableBody.insertRow();
row.insertCell(0).textContent = data.rangeYards;
row.insertCell(1).textContent = data.dropMOA;
row.insertCell(2).textContent = data.windDriftMOA;
row.insertCell(3).textContent = data.timeOfFlight;
row.insertCell(4).textContent = data.energyFtLbs;
});
} else {
tableBody.innerHTML = '
| Calculation failed or no data generated. |
';
}
// Update Chart
updateChart(tableData);
}
function updateChart(tableData) {
var ctx = document.getElementById('trajectoryChart').getContext('2d');
// Clear previous chart instance if it exists
if (window.myBallisticChart) {
window.myBallisticChart.destroy();
}
var ranges = tableData.map(function(d) { return parseFloat(d.rangeYards); });
var drops = tableData.map(function(d) { return parseFloat(d.dropMOA); });
var windDrifts = tableData.map(function(d) { return parseFloat(d.windDriftMOA); });
// Adjust drops to be relative to zero range for visual clarity if zero range is not 0
var zeroRangeVal = parseFloat(document.getElementById("zeroRange").value);
var zeroRangeDrop = 0;
for(var i=0; i<tableData.length; i++) {
if (parseFloat(tableData[i].rangeYards) === zeroRangeVal) {
zeroRangeDrop = parseFloat(tableData[i].dropMOA);
break;
}
}
var adjustedDrops = drops.map(function(drop) { return drop – zeroRangeDrop; });
window.myBallisticChart = new Chart(ctx, {
type: 'line',
data: {
labels: ranges,
datasets: [{
label: 'Bullet Drop (MOA)',
data: adjustedDrops,
borderColor: 'rgba(255, 99, 132, 1)',
backgroundColor: 'rgba(255, 99, 132, 0.2)',
fill: false,
tension: 0.1
}, {
label: 'Wind Drift (MOA)',
data: windDrifts,
borderColor: 'rgba(54, 162, 235, 1)',
backgroundColor: 'rgba(54, 162, 235, 0.2)',
fill: false,
tension: 0.1
}]
},
options: {
responsive: true,
maintainAspectRatio: false,
scales: {
x: {
title: {
display: true,
text: 'Range (Yards)'
}
},
y: {
title: {
display: true,
text: 'Adjustment (MOA)'
},
ticks: {
callback: function(value, index, values) {
// Ensure ticks are integers or have reasonable precision
return parseFloat(value.toFixed(1));
}
}
}
},
plugins: {
tooltip: {
callbacks: {
label: function(context) {
var label = context.dataset.label || '';
if (label) {
label += ': ';
}
if (context.parsed.y !== null) {
label += context.parsed.y.toFixed(2);
}
return label;
}
}
}
}
}
});
}
function resetCalculator() {
document.getElementById("bulletWeight").value = 150;
document.getElementById("bulletDiameter").value = 0.308;
document.getElementById("ballisticCoefficient").value = 0.450;
document.getElementById("muzzleVelocity").value = 2800;
document.getElementById("sightHeight").value = 1.5;
document.getElementById("zeroRange").value = 100;
document.getElementById("targetRange").value = 500;
document.getElementById("windage").value = 10;
document.getElementById("windageDirection").value = 90; // Right Crosswind
document.getElementById("elevation").value = 500;
document.getElementById("temperature").value = 59;
document.getElementById("dropResult").textContent = "–";
document.getElementById("intermediateDrop").innerHTML = 'Drop:
— MOA';
document.getElementById("intermediateWindage").innerHTML = 'Wind Drift:
— MOA';
document.getElementById("intermediateTimeOfFlight").innerHTML = 'Time of Flight:
— sec';
var tableBody = document.getElementById("ballisticsTableBody");
tableBody.innerHTML = '
| Enter values and calculate to see data. |
';
if (window.myBallisticChart) {
window.myBallisticChart.destroy();
}
var ctx = document.getElementById('trajectoryChart').getContext('2d');
ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height); // Clear canvas
}
function copyResults() {
var primaryResult = document.getElementById("dropResult").textContent;
var intermediateDrop = document.getElementById("intermediateDrop").textContent;
var intermediateWindage = document.getElementById("intermediateWindage").textContent;
var intermediateTime = document.getElementById("intermediateTimeOfFlight").textContent;
var assumptions = "Assumptions:\n";
assumptions += "Bullet Weight: " + document.getElementById("bulletWeight").value + " gr\n";
assumptions += "Bullet Diameter: " + document.getElementById("bulletDiameter").value + " in\n";
assumptions += "Ballistic Coefficient: " + document.getElementById("ballisticCoefficient").value + "\n";
assumptions += "Muzzle Velocity: " + document.getElementById("muzzleVelocity").value + " fps\n";
assumptions += "Sight Height: " + document.getElementById("sightHeight").value + " in\n";
assumptions += "Zero Range: " + document.getElementById("zeroRange").value + " yd\n";
assumptions += "Target Range: " + document.getElementById("targetRange").value + " yd\n";
assumptions += "Windage: " + document.getElementById("windage").value + " mph\n";
var windDirSelect = document.getElementById("windageDirection");
assumptions += "Wind Direction: " + windDirSelect.options[windDirSelect.selectedIndex].text + "\n";
assumptions += "Elevation: " + document.getElementById("elevation").value + " ft\n";
assumptions += "Temperature: " + document.getElementById("temperature").value + " °F\n";
var tableHtml = "Ballistic Data Table:\n";
var table = document.getElementById("ballisticsTableBody");
for (var i = 0; i < table.rows.length; i++) {
for (var j = 0; j < table.rows[i].cells.length; j++) {
tableHtml += table.rows[i].cells[j].textContent + "\t";
}
tableHtml += "\n";
}
var textToCopy = "Ballistic Calculator Results:\n\n";
textToCopy += "Primary Result:\n" + primaryResult + "\n\n";
textToCopy += "Intermediate Values:\n" + intermediateDrop + "\n" + intermediateWindage + "\n" + intermediateTime + "\n\n";
textToCopy += assumptions + "\n\n";
textToCopy += tableHtml;
// Use a temporary textarea to copy text
var textArea = document.createElement("textarea");
textArea.value = textToCopy;
textArea.style.position = "fixed";
textArea.style.left = "-9999px";
document.body.appendChild(textArea);
textArea.focus();
textArea.select();
try {
var successful = document.execCommand('copy');
var msg = successful ? 'Results copied to clipboard!' : 'Failed to copy results.';
console.log(msg);
// Optionally show a temporary message to the user
var notification = document.createElement('div');
notification.textContent = msg;
notification.style.cssText = 'position: fixed; top: 50%; left: 50%; transform: translate(-50%, -50%); background: #004a99; color: white; padding: 15px; border-radius: 5px; z-index: 1000;';
document.body.appendChild(notification);
setTimeout(function(){ document.body.removeChild(notification); }, 2000);
} catch (err) {
console.error('Fallback: Oops, unable to copy', err);
}
document.body.removeChild(textArea);
}
function toggleFaq(element) {
var answer = element.nextElementSibling;
element.classList.toggle('active');
if (answer.style.display === "block") {
answer.style.display = "none";
} else {
answer.style.display = "block";
}
}
// Initial calculation on load
document.addEventListener('DOMContentLoaded', function() {
// Add Chart.js library dynamically if not present
if (typeof Chart === 'undefined') {
var script = document.createElement('script');
script.src = 'https://cdn.jsdelivr.net/npm/chart.js@3.7.0/dist/chart.min.js';
script.onload = function() {
calculateBallistics(); // Calculate after chart library is loaded
};
document.head.appendChild(script);
} else {
calculateBallistics(); // Calculate immediately if Chart.js is already loaded
}
});