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[ ii QBALL ]
TABLE OF CONTENTS
Dedication, Disclaimer, License, Acknowledgments, Copyright Info i
Table of Contents.............................................. ii
List of Appendixes............................................ iii
List of Figures............................................... iii
List of Tables................................................. iv
Introduction.................................................... v
About Shareware................................................ vi
_____________________
Chapter page
1. Getting Started ............................. 1
1.1 Files Required ........................... 1
1.2 Will It Work ?............................ 1
1.3 Copying the Program....................... 1
1.4 QBALL Installation........................ 1
1.5 General Instructions...................... 1
1.6 Starting QBALL............................ 3
2. Computing Ballistic or Gun Data ............. 7
2.1 Preliminary Data Entry.................... 7
2.2 Compute, Display and Save Range Tables.... 8
2.3 Displaying Graphics...................... 11
2.4 Changing Input Data...................... 17
2.5 Other Ballistics Procedures.............. 19
Point-Blank Range.......................... 19
Wind Vector Corrections.................... 20
Slant Angle of Fire........................ 21
Sectional Density.......................... 22
Free Recoil Velocity and Energy............ 22
2.6 Bullet Lookup Facility................... 23
3. Inferred Ballistics Data.................... 25
3.1 Ballistic Coefficients................... 25
Ballistic Coefficient: r1 = 0.............. 25
Ballistic Coefficient: r1 = 50............. 26
3.2 Inferring a Muzzle Velocity.............. 28
Chronograph Not Available (Bullet Drop).... 29
Chronograph Available (Downrange Velocity.. 32
4. Printed Output ............................. 33
4.1 Printer Warnings......................... 33
4.2 Screen Dumps............................. 33
4.3 Printer Setup............................ 33
4.4 Print Functions.......................... 34
4.5 Typical Printed Output................... 34
5. Configuring Display/Default Starting Values. 37
5.1 The Utilities and Configuration Menu..... 37
5.2 Toggle Active Switches................... 37
5.3 Configuring Display Colors............... 38
5.4 Using the Values You've Set.............. 39
5.5 Invoking a DOS Shell..................... 40
5.6 Reading Range Tables/Translating Graphics 40
6. Recalling Saved Trajectory Data............. 41
7. File Handling............................... 43
[ iv QBALL ]
LIST OF FIGURES (continued)
Figure page
24. Ballistic Coefficient Entry 2............ 27
25. Ballistic Coefficient Display 2.......... 27
26. Infer Muzzle Velocity Menu............... 28
27. Vertical Drop Generation................. 29
28. Inferred Muzzle Velocity
Data Entry and Result......... 29
29. Fraction Table........................... 30
30. Measurements to Find a Group Center...... 31
31. Muzzle Velocity from
One Downrange Velocity........ 32
32. "Print?" prompt.......................... 34
33. Typical Range Table Printed Output....... 34
34. Sample Output, Ballistic Coefficient..... 35
35. The Utilities Menu....................... 37
36. The Switch Toggle Menu................... 37
37. Set Display Colors Screen................ 38
38. Recall Trajectory Data Display and Menu.. 41
39. Recall Trajectory Data
Menu and Choice Box........... 41
40. Saved Trajectory Data Graphic Display.... 42
41. QBALL's Range Table Reader............... 47
42. QBALL's Graphics Translator.............. 48
_____________________
LIST OF TABLES
Table page
1. Free Recoil, Selected Weapons............ 23
B1. Data Taken From Gun Digest Table......... 57
B2. QBALL-Calculated Data.................... 57
B3. Data Taken From Speer Manual............. 58
B4. QBALL Data, Inferred Muzzle Velocity..... 58
B5. Difference Table......................... 58
C1. Saved Trajectory Data File............... 59
D1. Remaining Velocity With Given Inputs..... 63
D2. Trajectory Comparisons Under
Specified Conditions..... 64
D3. Inferred Muzzle Velocity with
Various Bullet Drops..... 65
D4. Data Comparison, Inferred vs
Nominal Muzzle Velocity.. 65
F1. Sierra Ballistics........................ 67
F2. BALCALC.................................. 68
F3. BALTEC................................... 69
F4. Barnes Ballistics........................ 70
[ vi QBALL ]
About Shareware
So you've spent a lot of money--$200, $300, $400, or more--for a
computer program. You've tried it out, and have found that it's
unsuitable for you, (or worse, doesn't work) and you want your money
back. Know what? Usually you're out of luck, that's what.
Enter Shareware.
Shareware allows you to try software before buying it, much as
you might test drive a new car. If you try a Shareware program and
continue using it, you are expected to register, just as you would
have to pay for the car. Individual programs differ on details: you
may get anything from the simple right to continue using the soft-
ware to an updated program with printed manual. Shareware programs
are neither "free" nor are they in the public domain. Copyright law
applies to Shareware software alike. The Shareware copyright holder
--usually the author--retains all rights to the program.
Shareware authors are accomplished programmers, just like commer-
cial authors, and the programs are of comparable quality. (In both
cases, there are good programs and bad ones!) The difference is the
method of distribution. The copyright holder may authorize you to
copy and distribute the software, either to all and sundry or to a
specific group. For example, some authors require written permission
before a commercial disk vendor may copy their Shareware.
In sum, Shareware is a distribution method, not a type of software.
You should find software that suits your needs and pocketbook,
whether it's commercial or Shareware. The Shareware system makes
fitting your needs easier: you can try before you buy. And because
the overhead is low, prices are low. Shareware also has a most basic
guarantee: if you don't use it, you don't pay for it.
QBALL is a "Shareware program" and can be provided to you at a
nominal charge for your evaluation. (The author's direct-order fee
of $7.50 for the Shareware Edition covers the cost of materials
and postage.) If you decide to order QBALL for evaluation, please
share it with your friends. Please do not give it away altered or
as part of another system. If you find QBALL useful, and continue
to use it after a 60-day trial period, you must make a registration
payment of $25.00 to the author. The $25.00 registration fee will
license one copy for use on one computer at one time. You must treat
licensed Shareware just as you would a book. Licensed Shareware may
be used by any number of people and may be freely moved from one
computer to another, so long as it cannot be used at one location
while being used at another. A book, after all, cannot be read by
two people at the same time--usually, anyway.
Commercial users must register and pay for their copies of QBALL
within 30 days of first use. Contact the author to make site-license
arrangements. Anyone distributing QBALL for remuneration must first
contact the author for authorization. (Authorization is hereby given
distributors recognized as Associate Members by the Association of
Shareware Professionals (ASP) who may begin offering QBALL at once.
Please inform the author to ensure you have the latest version.)
So there you are: quality software, at a reasonable price, with
an unbeatable guarantee.
Wotta deal!
-- based on original text by Paul Mayer
.
[ 2 QBALL ]
Response to "([Y] or N)". Press upper- or lower-case "Y" or "N".
"Enter" is the default for "Y". If another key is pressed, QBALL
will "squeak" and do nothing further.
[ESC]ape key. "ESC" will "back out" of data entry, and will
"back up" one menu providing a menu is displayed on the screen.
There is one exception: "Quit to DOS" requires that you press "Q"
and confirm with "Y", and respond to one further prompt.
Data entry and error trapping. Type the value or string to be
used, then press [Enter]. If an entry already appears, press
[Enter] to accept it, or overtype to change it. QBALL will not
accept the wrong data type, and out-of-range values will produce
an error message. Use the [backspace] key to edit your entries.
Text entry. When entering descriptive text, the usual editing keys
may be used, i.e., delete, backspace, home, end, and the left/right
arrow keys. You may toggle <insert> to overtype already-entered
text. [Enter] will accept whatever appears in the entry window;
[ESC] aborts text entry.
Special cases of [Enter]. When a value appears in the data entry
window, [Enter] will cause that value to be used in subsequent com-
putations. (Standard values are displayed in [brackets] on the
prompt line.) [Enter] is also the default for [Y]es at all Yes/No
prompts.
Help. Limited help is available during data entry: press [F1] to
invoke help; press any key to return to data entry. (Help messages
automatically clear after an appropriate delay.)
Swap units option. The unit of range measure may be swapped back
and forth between Yards and Meters using the "New Input Data"
menu. As distributed, QBALL defaults to Yards; this may be changed
using the configuration routines.
Noises. QBALL will "squeak" upon erroneous data value entry, and
"chirps" upon completion of a computation or upon invocation of
<S>wap units. QBALL defaults to sounds "on"; sounds may be toggled
"off" for peace and quiet. A "flash" replaces noises in quiet mode.
Graphics. Given a CGA or an EGA card/monitor, graphics are always
enabled. You may suppress display of the graphics grid, but there
is no provision for toggling graphics completely "off."
Print options. Ensure that your printer is on/on-line if you
want hard copy; QBALL will detect whether or not your printer is
on and on-line, but will not detect "paper out"! Display of the
printer prompt may be toggled "on" or "off;" QBALL defaults to
"on."
Redirection of data output. QBALL does not support redirection
of data output, e.g., to a disk file, except as otherwise pro-
vided within the graphics and computations routines.
[ 4 QBALL ]
Assuming that everything is working properly, the screen has
cleared, and the following is displayed:
------------------------------------------------------------
> Ballistic Computations: Typical Firearm <
+=====================================+
| *** M A I N M E N U *** |
| --------------------------------- |
| <C>ompute Ballistic or Gun Data |
| <I>nfer C1 or MV from Firing Data |
| Use <U>tilities / Configure QBALL |
| <R>ecall Saved Graphics Data |
| --------------------------------- |
| <Q>uit -- Return to DOS |
+-------------------------------------+
--------------------------------------------------------------
[ MV: ][ C1: ][ Wt: ][ Met: 59d 0' 29.53" 78% ]|
|
----^--- ----^------ ---^-- ----^------------------- |
Muzzle Ballistic Bullet Metro conditions |
Velocity Coefficient Weight Temperature, dF |
in in Gun Altitude, Feet |
Feet per Grains Barometric Pressure, "Hg |
Second Relative Humidity, % |
|
---------------
[ H: 1.00 ][Yds]
--^--- --^--
Sight Range
Height Units
in as
Inches Shown
-------------------------------------------------------------
Figure 2. Main Menu. All of QBALL's functions are
accessed from this menu. Key to the Information
(Info) Line, standard metro, 1.00" sight height,
range unit = "yards", the defaults, shown.
The Main Menu is QBALL's "central dispatcher;" all of QBALL's
functions are accessed from the Main Menu. Before examining the
options, however, look at the bottom line of the display. This is
the information, or info line. The info line is displayed at all
times while QBALL is running; information is updated every time it
is changed. There are some blanks on the line right now; we'll be
filling them in presently.
[ 6 QBALL ]
This Page For Notes.
[ 8 QBALL ]
2.2 Compute, Display and Save Range Tables.
============================================
Having entered the required data, the following is displayed.
-------------------------------------------------------------
> Ballistic Computations: Typical Firearm <
+===================================+
| *** Computations Menu *** |
| ------------------------------ |
| Range <T>able (0 Must Be Set) |
| Set/Reset Current <Z>ero Range |
| <O>ther Ballistics Procedures |
| <N>ew or Changed Input Data |
| ------------------------------ |
| <ESC> to M A I N M E N U |
+-----------------------------------+
--------------------------------------------------------------
[ MV: 2200 ][ C1: .300 ][ Wt: 180 ][ Met: 59d 0' 29.53" 78% ]
|
---------------
[ H: 1.00 ][Yds]
-------------------------------------------------------------
Figure 3. Computations Menu.
AHA! All the blanks on the information line have been filled in.
As you can see, you can change the Input Data by using option <N>
on this menu; this option is discussed in section 2.4. <ESC> will
return to the Main Menu; try it and see. Press <C> + <Y>/[enter]
to get back here. <O>ther Ballistics Procedures are described in
section 2.5. Let's take a look at the other two options.
Press <T> to develop a Range Table. Since no valid zero range has
been set, QBALL will prompt you for one. Enter 250 at the prompt,
thus:
Zero Range to use................. 250
This zero range will remain valid until changed using Set/Reset
Current <Z>ero Range, or until QBALL internally changes it. This
will occur if the input data is changed, or if a point blank zero
range is developed as explained in section 2.5.
A zero range must be set in order to compute and display a range
table. If no valid zero range is set, QBALL will ask you for one.
You may manually set or reset the zero range by pressing <Z>.
[ 10 QBALL ]
Should you develop a range table using a larger range, or a
smaller range increment, QBALL displays up to eleven lines on the
screen, then prompts you thus:
---> More? ([Y] or N) <C>ontinuous <---
Press <M>, <Y>, or [Enter] to display the next part of the range
table. Press <C> to display all the data lines without stopping.
You may also press <N> or <ESC> to go directly to the next menu. If
you step through the range table or use continuous display, at the
end you will be prompted thus:
===> Press any key <===
The hardcopy print routines recompute all tabular data, so there
is no need to be concerned that information has scrolled off the
screen. Put a marker in this page, and return to it to experiment
later.
Press any key to display this Choose Next Output Menu:
+=================================+
| *** Choose Next Output *** |
| ---------------------------- |
| <R>edisplay Range Table |
| <P>rint Range Table |
| <S>ave Range Table to File |
| Display Trajectory <G>raphic |
| ---------------------------- |
| <ESC> to Computations Menu |
+---------------------------------+
Figure 6. Choose Next Output Menu
If you would like to take another look at the range table, then
press <R> to redisplay the latest range table.
If your printer is set up, and <P>rint Range Table is displayed
in regular (not low-intensity) characters, then press <P> to print
a hardcopy of the range table. QBALL displays
+======================+
| Printing Range Table |
+----------------------+
and returns you to the Choose Next
Output menu. Note that <P>rint... has been deactivated, as shown by
its display in low-intensity characters. NOTE: <P>rint... is a one-
shot function. If you want more than one copy, <S>ave the range
table and make copies of the saved file.
[ 12 QBALL ]
> Ballistic Computations: Typical Firearm <
+--------------------------------------------------------------+
| | 8 8 |
|I| o * |
| | 6 * 6 |
| | * |
|N| 4 4 |
| | * |
| | 2 2 |
|C| |
| |-0------------------------------------------------*-------0-|
| * |
|H|-2 [draw a smooth curve] -2 |
| | [connecting the "*".] |
| |-4 -4 |
|E| |
| |-6 -6 |
| | |
|S|-8 YARDS -8 *
| | 50 100 150 200 250 |
+--------------------------------------------------------------+
| [ --- Remaining Velocity/Energy, Current Round --- ] |
+--------------------------------------------------------------+
| >Current< +=======================+
|Max Ht : 7.43" @ 135 | *** Graphics Menu *** |
|Min Ht : -8.47" @ 300 | --------------------- |
|C1 / Wt: [As Shown] |Toggle <G>rid (Now ON) |
|Muz V/E: 2200 / 1934 |<S>ave Current Data |
|Ter V/E: 1485 / 881 |<R>ecall <1> |
|ZeroRg : 250 Yards | --------------------- |
|Metro : [As Shown] |<ESC>ape to Choose Next|
+--------------------------------------------------------------+
| [ --- info line schematically indicated --- ] |
+--------------------------------------------------------------+
Figure 8. The Graphics Screen
The upper portion of the screen represents your firing range as
viewed from the side. The firing point is at the left; the maximum
range, 300 yards, at the right. Each range increment is indicated
by a vertical line, numbered across the bottom. The horizontal
lines, indicating distance above or below the line of sight are
numbered at both the left and right. The curved line indicates the
bullet's trajectory relative to the line of sight: the emphasized
line numbered "0-0." The circle on the curved line indicates the
point at which the maximum height is reached. The numbers immedi-
ately below the trajectory plot are the remaining velocity and
energy at the indicated range for the current round.
The data shown at the bottom left are: the maximum and minimum
heights, and the ranges at which they occur; the muzzle and termi-
nal velocities and energies; the zero range; and refers you to the
info line for the ballistic coefficient, bullet weight, and metro.
[ 14 QBALL ]
Now let's play "what if...?" What would happen to the trajec-
tory if, say, the muzzle velocity is increased from 2200 to 2700
FPS? Let's find out. Press <ESC> to return to the Computations
Menu, and with the Computations Menu displayed, press <N> to
access the "New or Changed Input Data" Menu.
A complete explanation of the New Input Data Menu can wait for a
bit; this time, when it is displayed, press <V> to change the
muzzle velocity. Note that "2200" is displayed in the entry
window; overtype the new velocity, thus:
Muzzle Velocity (FPS) 2700
Note that is possible to change more than one item of input data
at a time; this is not recommended, because it is difficult to
determine which change has which effect. Now <ESC> back to the
Computations Menu. Note that the zero and maximum ranges must be
reset. Press <T>, and enter zero range = 250 and maximum range = 300.
Press [Enter] to accept the range increment of 50 yards. After the
range table is displayed, press any key. When presented with the
"Choose Next" menu, press <G>. The new graphic representation of
trajectory data looks like Figure 10, page 15.
+---------------------------------------------------------------+
| HINT: |
| If you plan to save a lot of data, especially range tables, |
| you need all the disk room you can get! Range tables get big, |
| fast! If you're running QBALL from the distribution disk or |
| from the distribution disk, then quit QBALL, and copy all the |
| required files to a fresh (empty) disk. Then restart QBALL. |
| |
| Although QBALL will detect "disk full" errors, why take the |
| chance? Should "disk full" occur, QBALL will disable all the |
| "save" functions for the duration of the current session. |
+---------------------------------------------------------------+
+---------------------------------------------------------------+
| HINT: |
| You may save QBALL's trajectory screens in .GIF and other |
| standard graphics formats using "Screen Thief", a Shareware |
| third-party utility which is (C) Nildram Software. You must |
| have a VGA monitor. Registration is $39.00. |
| You may order and register "Screen Thief" from: The Public |
| (sofware) Library (PsL). Call 1-800-2424-PsL to order with a |
| credit card. (PsL adds a $5.00 S&H charge.) |
| This information is provided with the permission of Adrian |
| Mardlin, "Screen Thief's" author. QBALL's author has no aff- |
| iliation with Nildram Software or PsL. |
+---------------------------------------------------------------+
[ 16 QBALL ]
> Ballistic Computations: Typical Firearm <
+--------------------------------------------------------------+
| | 8 8 |
|I| 2 x |
| | 6 x 6 |
| | o * x |
|N| 4 * 4 |
| | x * |
| | 2 * 2 |
|C| |
| |-0------------------------------------------------|-------0-|
| * |
|H|-2 [draw smooth curves] -2 |
| | [connecting the "*"] |
| |-4 [and the "x". ] -4 |
|E| *
| |-6 -6 |
| | |
|S|-8 YARDS -8 x
| | 50 100 150 200 250 |
+--------------------------------------------------------------+
| [ --- Remaining Velocity/Energy, Current Round --- ] |
+--------------------------------------------------------------+
| >Current< >[yours ]< +=======================+
|Max Ht : 4.56" @ 138 7.43 @ 135 Yds| *** Graphics Menu *** |
|Min Ht : -5.31" @ 300 -8.47 @ 300 Yds| --------------------- |
|C1 / Wt: [As Shown] .300 / 180 gr |Toggle <G>rid (Now ON) |
|Muz V/E: 2700 / 2913 2200 / 1934 |<S>ave Current Data |
|Ter V/E: 1877 / 1408 1485 / 881 |<R>ecall <1> thru <2> |
|ZeroRg : 250 Yards 250 Yards | --------------------- |
|Metro : [As Shown] 59d0'29.53"78% |<ESC>ape to Choose Next|
+--------------------------------------------------------------+
| [ --- info line schematically indicated --- ] |
+--------------------------------------------------------------+
Figure 11. Two Sets of Data Graphics Screen
The trajectory plot for the recalled data is shown, as you can
see, in a contrasting color. The figure "2" is printed at the
trajectory's maximum height. The information section at the bottom
of the screen now summarizes both sets of trajectory data. Note
that the value of the parameter we changed, the muzzle velocity, is
highlighted. The actual metro used for developing the saved trajec-
tory data is displayed.
You may save up to fifteen (15) trajectory graphics files, num-
bered 1 through 15 in hexadecimal notation, or 1 through F. If
there are enough files saved, you may find yourself pressing what
you think is a letter, but is actually a number.
You may also display the same fifteen trajectories. Should the
display become cluttered with too many plots, you may erase all of
them except that of the current data by toggling the grid. You
retain the ability to recall data from disk.
[ 18 QBALL ]
Muzzle Velocity: may be from 300 FPS to 4500 FPS, inclusive.
Ballistic Coefficient: must be greater than 0.0000 and less than
1.0000; QBALL will automatically add a leading decimal point to
your entry. You may also use bullet [L]ookup.
Bullet Weight: must be greater than 0 and less than 1000 grains.
If the bullet weight is less than 50 grains, 1/10 grain increments
are allowed, e.g., 17.6. You may also use bullet [L]ookup.
Metro. (Meteorological Conditions). You must either enter or
confirm temperature, gun altitude, barometric pressure, and
relative humidity. If you press [Enter] at each data prompt, QBALL
uses whatever is displayed in the entry window; "standard" metro
values are shown in [brackets] on the prompt line. You may save
"custom" values for later start-up use by QBALL; see Chapter 5.
Metro data values must be within the following ranges:
Temperature: -50d to (plus)125d Fahrenheit;
Gun Altitude: -1312 feet to 29,028 feet;
Barometric Pressure: 25 inches to 35 inches of mercury;
Relative Humidity: 0% to 100%.
Sight Height. This, the vertical distance between the axis of
the weapon's bore and its sights, may be fine-tuned to a specific
weapon. The supplied value, 1.00 inches, is "generic," and should
be changed. Sight Height is saved in initialization data; see
Chapter 5. QBALL will accept values from -2 inches to +5 inches,
and rounds all sight heights to two decimal places, e.g., 1.375
inches is rounded to 1.38 inches.
Yds/Met Swap. This option chooses the unit of range measure
which QBALL uses in ballistics computations, either yards or
meters. If you wish to use metric measure, please keep in mind
that the results, while accurate, may appear a bit strange. The
range increment may not be displayed quite as expected, because
yards and meters do not take kindly to being converted one to the
other, and QBALL does all computations in English measure (yards,
feet, inches, etc.). Additionally, computations using metric
measure are a bit slower due to the two conversions required. You
may now confidently display saved trajectory data, whichever unit
is in use, and whichever was saved. QBALL detects any conflict,
and converts appropriately. Only range measure is affected.
Heights and deflections will continue to be computed in inches;
velocities, in feet per second.
<ESC>ape returns to the indicated menu.
The info line should now show this data:
Muzzle velocity..................... 2700
Ballistic Coefficient............... .300
Metro.................. 59d 0' 29.53" 78%
Sight height........................ 1.00
[ 20 QBALL ]
When you have "pressed any key," you are returned to the Computa-
tions Menu, where you'll discover that the zero range has been set
to 257. Now step through the process of developing a range table
for this zero, and a maximum of 304 yards. You should use a range
increment which will give you trajectory heights at even multiples
of 25 or 50 yards. Assuming that you choose a range increment of 50
yards, you'll know how high to sight in at, say, 100 yards so as to
be "dead on" at 257, thus assuring a deviation of no more than 5
inches from the line of sight out to 304 yards.
The graphics routines, if invoked, will draw additional horizon-
tal lines at, in this case, 5 inches above and below the displayed
line of sight. Such lines will be displayed until a new zero range
is chosen. If the maximum deviation is less than the sight height,
an "X" is placed on the sight line at the least range for which the
bullet's path is within that maximum deviation.
So what does this do for you? Well, with this point-blank zero,
you can hold "dead on" out to over 300 yards, and be assured that
the bullet will not strike more than five inches high or low. Beats
estimated holdover, doesn't it?
Wind Vector Corrections.
------------------------
One of the columns in the range table gives the wind deflection,
in inches, for a "pure" 10-MPH crosswind. To compute the deflection
for other windspeeds and directions, press <W> and enter the wind
speed in miles-per-hour, and the wind direction clockwise from 0d to
360d, relative to the line of fire. Pure headwind is 0d. In this ex-
ample, the windspeed is taken as 20 MPH, and the direction is 135d,
or from the right rear.
+=================================================+
| |
| Wind velocity [10 MPH] 20 |
| Wind direction [ 270d ] 135 |
| ============================ |
| Range wind = 21 feet per second |
| Cross wind = 14 miles per hour |
| |
| Crosswind correction : -1.40 |
| |
| Use correction factor(s) in tables ? ([Y] or N) |
| |
+-------------------------------------------------+
Figure 16. Wind Vector Corrections.
Answering [Y]es will cause QBALL to display the 14-MPH crosswind
value in range tables. QBALL takes winds blowing from left to right
as positive, and from right to left as negative. No correction is
applied for the range wind, as the effect is significant only at
long range, with low velocities and a small value for the ballistic
coefficient. (Try changing the muzzle velocity up or down by 21 FPS
and see.) Should you wish to return to using the default crosswind,
you must re-enter the standard values when prompted for the wind
velocity and direction, and reply [Y] to the "use in tables?" prompt.
[ 22 QBALL ]
There are no provisions for printing the Slant Fire Table, nor
are the values integrated into range table computations. A clear
exposition of the geometry of this problem may be found in the
Lyman Manual, listed in the Bibliography.
Sectional Density.
------------------
The sectional densities of two different bullets may be used to
compare their relative penetrating power. Sectional density is
defined as the bullet weight in pounds divided by the square of its
diameter in inches. Press <S>, and enter the diameter of the bullet
in either inches or millimeters. You may use the bore diameter of
the weapon if you do not have a specific bullet diameter; QBALL
assumes that any entered value greater than one (1) is in milli-
meters, and makes the conversion for you. (If you have used QBALL's
Bullet [L]ookup, the bullet diameter is already set; press [Enter]
to display the sectional density.)
The sectional density is shown in printed and saved range table
headers, but there is no specific routine to print just this value,
nor does QBALL at present include any routine which makes use of
the sectional density. Additionally, the sectional density is not
displayed on any screen other than the screen which displays its
computation.
Free Recoil Velocity and Energy.
--------------------------------
We all know that a firearm "kicks." Simple Newtonian physics,
right? But how hard does it kick? One way to compare absolute num-
bers, and without getting into the mare's nest of "actual" versus
"perceived" recoil, is to compare the recoil velocity and energy
imparted to the weapon upon firing. Press <F>. This example uses a
powder weight of 38 grains, which seems to be a fair average powder
weight from several random examples taken from the Speer Reloading
Manual. You must also enter the weapon's weight, in either pounds
and ounces or in pounds and decimal fractions of a pound. Assume an
8 1/2 pound rifle.
Enter the powder weight, 38, and the weapon weight as either
8<space>8 or 8.5. (Note that space -- it must be included if you're
using pounds-ounces weapon weight entry.)
The following is displayed:
+===============================================+
| |
| Gun Recoil Velocity: 11.17 FPS |
| Free Recoil Energy : 16.48 Ft# |
| |
+-----------------------------------------------+
Figure 18. Free Recoil Velocity, Energy Display.
[ 24 QBALL ]
You may navigate through the list by using the PgUp, PgDn, Home,
End, and the arrow keys. Press [Enter] to accept the highlighted
bullet, or [ESC] to exit and enter the value manually.
+===================> Bullet Lookup <===================+
| Mak Dia Wt C1 Type Remarks |
| --- ---- ---- ---- -------- -------------------- |
| NOS .308 165 .410 SPTPT 16330 |
| NOS .308 165 .428 SPITZ 27585 |
| SRA .308 165 .453 BTSPITZ 2145 |
| HDY .308 165 .459 BTSPIRE 3045 |
>>>>SPR .308 165 .459 SPITZ 2035 <<<<<<<<<<<<<< |
| NOS .308 165 .475 SPTBLT 39584 |
| SPR .308 165 .477 BT 2034 |
| NOS .308 168 .447 HP M 28473 |
| SRA .308 168 .475 BTHP M 2200 |
| HDY .308 168 .505 BTHP 3050 |
+-------------------------------------------------------+
PgUp PgDn ^ v Home End [ESC]
Figure 19. Typical Bullet Lookup Display
If the bullet indicated >thus< is chosen, both the bullet weight
and the ballistic coefficient will be set to the values shown in
the list. (In this case, the bullet is a 165-grain Speer spitzer
with a diameter of .308 inches and a ballistic coefficient of .459;
2035 in the "Remarks" field is its catalog number.) The bullet dia-
meter is also set for use in the sectional density routine. Bullet
Mak(er) and Type will be displayed on the header line until you tell
QBALL not to so by changing the weapon/bullet designator using the
<N>ew... data menu.
Bullet makers (manufacturers) are abbreviated as follows:
HDY = Hornady SRA = Sierra
LYM = Lyman SPR = Speer.
NOS = Nosler
Bullet type abbreviations preceded by a lower-case "c" are cast
bullets. The true bullet weight will depend upon the alloy from
which it is cast. The weight given, however, is a workable first
approximation.
If D.NDX is not available, and M.NDX is, then a listing sorted
by maker, diameter, and weight is displayed. There is no way to
resort the listing unless both index files are present.
The bullet lookup indexes are loaded when QBALL starts. Specific
bullet data is not loaded until called for.
[ 26 QBALL ]
You may enter as many as twenty-five (25) individual range/velo-
city pairs. The average v@1, v@2, and ballistic coefficient are
reported. If r1 is greater than zero, i.e., you are not working
with a muzzle velocity, QBALL reports a calculated muzzle velocity.
Let's work through the process. We'll do this twice: once, with r1
set to 0, and once more with r1 set to 50; r2 will be set at 100 in
both cases. (The data is that found in the table on page 9.)
Ballistic Coefficient: r1 = 0.
------------------------------
When prompted for the "first range," press [enter]; for "second
range," enter 100; press "Y" or [Enter] when prompted for the metro.
The following screen will be displayed. Enter the appropriate velo-
city values as shown. QBALL will quickly return the value of the
ballistic coefficient.
+==============================================================+
| ----------------------------------- |
| Metro: as displayed |
| Relative Air Density = 1.000 Relative Sonic Velocity = 1.000 |
| ----------------------------------- |
| |
| For Round Number 1 |
| Muzzle Velocity (Ft/Sec) 2200 |
| Second Velocity (Ft/Sec) 1939 |
| |
| For Standard Atmosphere, C1 = .298 |
| |
| Calculate another Round? ([Y] or N) |
| |
| |
| [ Lower & Upper Ranges (yards) Muzzle & 100 ] |
+--------------------------------------------------------------+
Figure 22. Entry Screen, Infer Ballistic Coefficient
Since we're working from tabular data, another round is super-
fluous; press "N." The center of the screen will clear, and the
following information is displayed:
+============================================+
| ----------------------------------------- |
| Average C1 for 1 round = .299 |
| Between Mean Velocities 2200 and 1939 FPS |
| Calculated Muzzle Velocity = 2200 FPS |
| ----------------------------------------- |
| |
| Print C1 Data? ([Y] or N) |
+--------------------------------------------+
Figure 23. Ballistic Coefficient Display 1.
Press "N". If no bullet weight has been entered, you will be asked
for one; QBALL returns you to the Computations Menu. Let's try the
infer ballistic coefficient routine again, with r1 greater than zero.
<ESC> to the Main Menu, and press <I>, then <B>.
[ 28 QBALL ]
This may have seemed like an exercise in futility: we did, after
all, know what the ballistic coefficient was in the first place.
Suppose, however, you have a ballistics table from, say, Winches-
ter-Western, which includes only velocity data? Inferring a ball-
istic coefficient based on the published velocity figures will
allow you to make your own "custom" firing table for a particular
factory round. (Most ammunition manufacturers are noticeably reti-
cent when it comes to some ballistics data. Note, too, that manu-
facturers' velocity data may be suspect.) Additionally, should you
be reloading your own ammunition, and have access to two chrono-
graphs, you could make a custom firing table for your handloads.
+-------------------------------------------------------------+
| If you have only one chronograph, you could fire a string |
| of, say, five rounds at one range, then five more at a dif- |
| ferent range, thus getting two different sets of velocity |
| data. One major disadvantage is that metro or other condi- |
| tions may change between the two strings. You'd also be |
| playing pretty fast and loose with the statistics involved. |
| (The reliability of data so obtained might be pretty shaky; |
| better some questionable data than no data at all!) |
+-------------------------------------------------------------+
3.2 Inferring a Muzzle Velocity.
===============================
Assume that you have obtained a supply of ammunition, and that
you know the ballistic coefficient for the bullet in use. QBALL
provides two methods of obtaining a muzzle velocity through live
firing; the first from measured bullet drop at known ranges, the
second from measurement of a single downrange velocity.
At the Infer Data Menu, select "Infer Muzzle <V>elocity" to dis-
play the Infer Muzzle Velocity Menu.
+=======================================+
| *** Infer Muzzle Velocity Menu *** |
| ────────────────────────────────── |
| From Bullet <D>rop Measurement |
| From One Downrange <V>elocity |
| ────────────────────────────────── |
| <ESC> to Infer Data Menu |
+---------------------------------------+
Figure 26. Infer Muzzle Velocity Menu
Use "From Bullet <D>rop Measurement" if you have no chronograph;
use "From One Downrange <V>elocity" if you have access to a chrono-
graph.
[ 30 QBALL ]
In this case, the calculated muzzle velocity, 2695 FPS, is not
the same as that with which we started, 2700 FPS. How much differ-
ence does 5 FPS make? Given, for example, a maximum range of 250
yards, and zeroed at 200 yards, the differences are really incon-
sequential, amounting to a (at most) 0.1 inch trajectory variation,
and .002 second difference in the time of flight. There might well
be this much variation in muzzle velocity--hence trajectories, and
terminal velocity and energy--between successive rounds in a given
string, even if fired under identical conditions with a single lot
of ammunition.
Now for some precautions. The bullet-drop method of inferring a
muzzle velocity is extremely sensitive to errors in drop measure-
ment. To a degree, the shorter the ranges involved, the more criti-
cal the bullet drop measurement becomes. For this reason, QBALL
forces you to use a minimum zero range of 50 yards/meters, and to
measure the drop at a range of at least twice the zero range. (The
maximum allowed range is 400 yards/meters.)
Two or three hundredths of an inch error in drop measurement can
make a big difference in the resulting calculated muzzle velocity.
(See the section in Appendix E, Error Analysis, page 64-65 to see
just how much difference can result.) Even .001 (one one-thousandth)
of an inch difference in the vertical height measurement gives some
variation. You must locate the group center as accurately as possi-
ble -- no "eyeballing" allowed! -- to the nearest .01 inch. This is
relatively simple if you have a scale graduated in fiftieths or
hundredths of an inch; if not, the fraction table in Figure 29 may
be helpful.
+---------------------------------------------------------------+
| 1/64 = .01563 17/64 = .26563 33/64 = .51563 49/64 = .76563 |
| 1/32 = .03125 9/32 = .28125 17/32 = .53125 25/32 = .78125 |
| 3/64 = .04688 19/64 = .29688 35/64 = .54688 51/64 = .79688 |
| 1/16 = .06250 5/16 = .31250 9/16 = .56250 13/16 = .81250 |
| 5/64 = .07813 21/64 = .32813 37/64 = .57813 53/64 = .82813 |
| 3/32 = .09375 11/32 = .34375 19/32 = .59375 27/32 = .84375 |
| 7/64 = .10938 23/64 = .35938 39/64 = .60938 55/64 = .85938 |
| 1/8 = .12500 3/8 = .37500 5/8 = .62500 7/8 = .87500 |
| 9/64 = .14063 25/64 = .39063 41/64 = .64063 57/64 = .89063 |
| 5/32 = .15625 13/32 = .40625 21/32 = .65625 29/32 = .90625 |
|11/64 = .17188 27/64 = .42188 43/64 = .67188 59/64 = .92188 |
| 3/16 = .18750 7/16 = .43750 11/16 = .68750 15/16 = .93750 |
|13/64 = .20313 29/64 = .45313 45/64 = .70313 61/64 = .95313 |
| 7/32 = .21875 15/32 = .46875 23/32 = .71875 31/32 = .96875 |
|15/64 = .23438 31/64 = .48438 47/64 = .73438 63/64 = .98438 |
| 1/4 = .25000 1/2 = .50000 3/4 = .75000 |
+---------------------------------------------------------------+
Figure 29. Fraction Table. Use to convert civil to decimal
measure.
[ 32 QBALL ]
Chronograph Available (One Downrange Velocity) Method.
-----------------------------------------------------
A chronograph may be used to measure a bullet's downrange velo-
city, but two factors must be kept in mind. First, no matter how
near the muzzle the chronograph is placed, there is an inevitable
decrease in velocity. Second, there is a minimum safe distance at
which the chronograph should be placed.
QBALL provides a means to determine the muzzle velocity from a
velocity measured at a (relatively) short range. (This process is
variously known as "back-computing muzzle velocity" and "correcting
for instrument(al) error/variation.")
Select "From One Downrange <V>elocity" from the Infer Muzzle Velo-
city Menu.
QBALL will ask for a ballistic coefficient if one has not been en-
tered, the velocity, the range, and will prompt for the metro. QBALL
uses a default range of 5 yards/meters; you may select a range from
1 yard/meter to 100 yards/meters. (For safety's sake, a minimum of
three (3) yards/meters is suggested.) After a short delay, QBALL dis-
plays a calculated muzzle velocity.
Using the initial ballistic data from chapter 2, the velocity at
5 yards range is found to be
Range R e m a i n i n g
Yards Velocity Energy
----- -----------------
0 2200 1934
>>>>> 5 2187 1911 <<<<<
Figure 31 illustrates the data entry and result.
+-------------------------------------------------+
| Range to Chronograph (Yards) 5 |
| Downrange Velocity (FPS) 2187 |
| Use Displayed Metro? ([Y] or N) Y |
| |
| Calculated Muzzle Velocity = 2200 FPS |
| |
| ===> press any key <=== |
+-------------------------------------------------+
Figure 31. Muzzle Velocity from One Downrange Velocity.
Press any key; if no bullet weight has been entered, QBALL will
ask for one, and go (or return) to the Computations Menu.
[ 34 QBALL ]
4.4 Print Functions.
====================
You may obtain hard copy of range tables from within the "Choose
Next Output" menu, if the print function is activated, or of any
data display which is followed by the prompt:
+==============================+
| Print (........)? ([Y] or N) |
+------------------------------+
Figure 32. "Print?" prompt.
Press [Y] to print a data table. The prompt will be replaced with
the statement "Printing (......)" in highlighted text. QBALL sends
the data to the printer, and returns you to the previous menu.
4.5 Typical Printed Output.
===========================
The first range table which was computed in Chapter 2 looks like
this in printed form:
---------------------------------------------------------------
===============================================
>>> Ballistic Computations: Typical Firearm <<<
-----------------FILENAME.R01-----------------
Muzzle Velocity = 2200 FPS Bal Coef (C1) = .300
Bullet Weight = 180 Gr Sectional Density = n/a
Temperature = 59 deg F Altitude = 0 Feet
Barometric Pressure = 29.53" Relative Humidity = 78%
===============================================
Range Table, Zeroed at [Bracketed] Range
----------------------------------------
Range R e m a i n i n g Total Path/Sight Line Defl'n Time
Yards Velocity Energy Drop M.O.A. Inches 10 MPH Flght
----- ----------------- ----- --------------- ------ -----
0 2200 1934 0.00 0.00 -1.00 0.00 0.000
50 2068 1708 0.94 7.77 3.89 0.39 0.070
100 1939 1503 3.88 6.76 6.76 1.48 0.145
150 1816 1319 9.14 4.88 7.33 3.52 0.225
200 1700 1155 17.13 2.58 5.16 6.68 0.311
[ 250 1589 1010 28.11 0.00 0.00 10.80 0.402 ]
300 1485 881 42.40 -2.82 -8.47 15.89 0.499
----------------------------------------
[ End of Table ]
---------------------------------------------------------------
Figure 33. Typical Range Table Printed Output.
For data tables, all data is recomputed for output to the print-
er; information which has scrolled past is printable. While the
header information differs, the printed data output formats are
virtually identical to the screen display.
Range tables saved to a disk file have exactly this same format.
[ 36 QBALL ]
This Page For Notes.
[ 38 QBALL ]
You may also <S>wap the unit of range measure between yards and
meters from the New or Changed Input Data Menu, accessed from the
Computations Menu.
Toggling the <G>rid merely changes the appearance of the graphics
screen when it is first called with any given set of data. You may
at that time change the graphics display; there is no provision to
turn graphics off completely.
If you toggle the <P>rinter off, all "Print (......)?" prompts
are suppressed,
====> Press any key <====
is displayed instead,
and all <P>rint...menu items are displayed in low-intensity video.
If <N>oises are toggled off, they are replaced with a short-
duration "flash" in the lower right corner of your screen (char-
acter-based screens, only.)
Press <ESC> to return to the Utilities Menu.
5.3 Configuring Display Colors.
================================
Press <C>. A special color configuration screen will appear.
+=============================+
| Press [K]ey to increment: |
| |
| [F] - Foreground |
| [H] - Highlight color |
| [I] - Info Line color |
| [B] - Background color |
| [L] - Help Background |
| |
| press <ESC> to end... |
+-----------------------------+
[Now Set- FG = 15 HiLite = 10 Info = 7 BG = 1 Help = 7]
[[D]efault - FG = 15 HiLite = 10 Info = 7 BG = 1 Help = 7]
[Blk/[W]ht - FG = 7 HiLite = 15 Info = 7 BG = 0 Help = 0]
Figure 37. Set Display Colors Screen.
Press the appropriate key to "step" through the available colors
for the [B]ackground, main body text ([F]oreground), Highlighted
text ([H]ighlight), the Title/Info line (Low [I]ntensity), and the
He[L]p window background. The colors chosen are immediately shown
so that you will be able to see what they look like. When you've
found a combination that you like, press [ESC] to use the display
colors you have chosen, and return to the Utilities Menu. Note that
the currently chosen and the default color values are displayed at
the bottom of the color configuration screen. If you get in a
muddle, press [D] to return to the supplied default color settings.
If you'd like a white-on-black screen, press [W] for that option.
[ 40 QBALL ]
5.5 Invoking a DOS Shell.
==========================
Press <D> to shell out to DOS.
When started, QBALL writes a special batch file, QBSHELIT.BAT, in
the current directory. When the <D> option is chosen, QBALL calls
QBSHELIT.BAT, which sets the DOS prompt like this:
[ Exit >> QBALL ] [drive:]\[directory] > _
and then invokes a secondary command
processor, COMMAND.COM. If you try to start QBALL from within the
shell, the computer will beep, and the following error message is
displayed:
QBALL is already loaded!
Depending on your own computer's configuration, you may or may
not remain in the shell; this is largely dependent upon how you
have COMSPEC set. See your DOS documentation for more details.
QBSHELIT.BAT is erased upon normal exit from QBALL. If, for some
reason, this error message is displayed when starting QBALL, check
for the presence of QBSHELIT.BAT, and erase it if necessary. See
page 43.
When you exit the shell, QBALL performs a series of file manipu-
lations, which are described in Chapter 7, File Handling, on page
43.
Type "exit" (+ [enter]) to return to QBALL.
5.6 Reading Range Table Files and Translating Graphics Files.
==============================================================
The <R>ead Range Table and <T>ranslate Graphics options are
discussed in detail in Chapter 8, QBALL's Associated Utilities,
which you will find on page 47.
[ 42 QBALL ]
Option <G> and option <D> will reset the input data. If you
don't want to change the input data, press <ESC> to return to the
Main menu.
If you determine that the information displayed with the menu is
the data you want to use, and you don't need a picture, press <D>
to use the displayed data as the default.
Press <G> to display this trajectory graphic:
> Ballistic Computations: Typical Firearm <
+--------------------------------------------------------------+
| | 8 8 |
|I| o * |
| | 6 * 6 |
| | * |
|N| 4 4 |
| | * |
| | 2 2 |
|C| |
| |-0------------------------------------------------*-------0-|
| * |
|H|-2 [draw a smooth curve] -2 |
| | [connecting the "*".] |
| |-4 -4 |
|E| |
| |-6 -6 |
| | |
|S|-8 YARDS -8 *
| | 50 100 150 200 250 |
+--------------------------------------------------------------+
| [ --- Remaining Velocity/Energy, Current Round --- ] |
+--------------------------------------------------------------+
| >Current< >EGA_SAV1< +=======================+
|Max Ht : 7.43" @ 135 Yds| *** Graphics Menu *** |
|Min Ht : -8.47" @ 300 Yds| --------------------- |
|C1 / Wt: .300 / 180 gr |<R>ecall <1> thru <2> |
|Muz V/E: 2200 / 1934 | |
|Ter V/E: 1485 / 881 | |
|ZeroRg : 250 Yards | --------------------- |
|Metro : 59d0'29.53"78% |<ESC>ape to Choose Next|
+--------------------------------------------------------------+
| [ --- info line schematically indicated --- ] |
+--------------------------------------------------------------+
Figure 40. Saved Trajectory Data Graphic Display
You may recall any of the other saved trajectory files for dis-
play at this point, but the input data is not reset. Press <R>ecall
and the <number> to display another trajectory.
QBALL will use the identifier, muzzle velocity, ballistic coeffi-
cient, bullet weight, metro, sight height, and range unit until
changed. You may change that data using the New/changed Data Input
routines, or you may recall another saved trajectory file.
[ 44 QBALL ]
The data needed to display trajectory graphics is saved with one of
these filename formats: [filename].ETn (EGA-equipped computers) or
[filename].CTn (CGA-equipped computers). A [filename] may be user-
specified; the defaults are EGA_SAVn and CGA_SAVn, respectively.
The number "n" is never less than "1" and never greater than "F."
That's hexadecimal notation for "1" through "15;" QBALL will not
allow more than 15 trajectory graphics files. Why? Two reasons: it
allows you to choose a saved trajectory with one keypress; and,
fifteen different graphics trajectories displayed all at once make
for a pretty cluttered display.
EGA trajectory files average about 2450 bytes in length; CGA,
about 1400. That's a lot of space, and another reason to run QBALL
from a hard disk.
The rest of this section assumes EGA graphics; if you're working
with a CGA setup, for "EGA/ETn" read "CGA/CTn."
Suppose you have saved several trajectory files, [filename].ET1
through [filename].ETB--that's eleven files. Now suppose that you
delete [filename].ET3 through [filename].ET9; either from "bare"
DOS or from within QBALL's DOS shell. Now you have [filename].ET1,
*.ET2, *.ETA, and *.ETB remaining on/in your disk/directory. When
you start QBALL, or "exit" from QBALL's DOS shell, the remaining
trajectory files are renamed thus:
[filename].ET1 becomes [filename].ET1
[filename].ET2 becomes [filename].ET2
[filename].ETA becomes [filename].ET3
[filename].ETB becomes [filename].ET4
File renaming is completely automatic and transparent. All refer-
ences to saved trajectories, e.g., in menus, will now reflect "<1>
thru <4>."
Range Tables Saved to Disk.
---------------------------
Range tables saved to disk eat up lots of space, and do it fast!
For example, any table with a maximum range of 1760 yards and a
range increment of 1 yard--which is entirely possible--uses over
150k of disk space! Not only that, it's slow enough on a hard disk,
and almost unbearably so on a floppy. Use a hard disk, if available,
or a RAM disk if you can.
All range tables are named "[filename].Rnn, where [filename] may
be user specified; the default is [RGTAB_nn]. The number "nn" can
be anything from "01" to "99," thus allowing ninety-nine range
tables to be saved. (Right! If you've got the disk space!) If any
saved range tables are deleted, the remaining ones are renamed in
sequence, just as with graphics files. Again, the procedure is
automatic, and completely transparent.
[ 46 QBALL ]
This Page For Notes.
[ 48 QBALL ]
8.2 Graphics Translator (GRFXLATE.EXE).
=======================================
EGA-equipped computers ignore CGA-format saved trajectory data,
and vice versa. You may translate from one to the other so that
data saved with one graphics format may be viewed on the other.
In order to access the Graphics Translator from within QBALL,
both of the following conditions must be true: first, QBALL.EXE
and GRFXLATE.EXE are on/in the same disk/directory; and second,
if you have an EGA-equipped computer, then at least one
"[filename].CTn"...
or
if you have a CGA-equipped computer, then at least one
"[filename].ETn"...
...exists on/in that directory.
If either of these conditions is untrue, QBALL disables the
<T>ranslate a Graphics File option in the Utilities menu, i.e., the
option is displayed in low-intensity video.
The remainder of this section assumes that the current computer
--the one you're working on--is EGA-equipped. At the Utilities menu,
assuming that the option is activated, press "<T>." After a short
pause, the following screen will appear:
+=============================================================+
| ===== = = = [ ] |
| | | |-+ -+ | | [ C G A TO E G A ] |
| | | | | +-| | | [ ] |
| |___| |_| |_| | | TRANSLATOR 1.0b |
| ----- |_---------------------------------------- |
+-------------------------------------------------------------+
.
CGA Graphics Files Present EGA Graphics Files Present
-------------------------------- -------------------------------
CGA_SAV1.CT1 EGA_SAV1.ET1
FILENAME.ET2
+---------------------------------------------------------+
| Press <1> to translate CGA Graphics file to EGA format. |
+---------------------------------------------------------+
[ESC] exits
Figure 42. QBALL's Graphics Translator
Press the key corresponding to the file extension of the CGA
file to translate, in this case, "1." (This one's "hotkeyed"--you
need not press [enter].) GRFXLATE will write the translated file to
"EGA_SAV3.ET3." If you have a full complement of EGA-format traj-
ectory files, "1" through "F" (hexadecimal notation--there are
fifteen such files permitted) GRFXLATE will request permission to
overwrite the existing EGA_SAV1.ET1. A "no" response at that time
returns to QBALL.
[ 50 QBALL ]
This Page For Notes.
.
[ 52 QBALL ]
caliber - For small arms, the diameter of the bore measured across
the lands. In practice, the diameter of the bullet. In artillery
and naval gun usage, a measure of length equal to bore diameter;
thus, a "fifty caliber" barrel would be 50 bore diameters long.
cartridge - Fixed ammunition, including case, powder, primer, and
bullet, for small arms. See also: round.
case - The (usually) brass component of a cartridge which contains
the powder, primer, and bullet prior to firing. See also: brass.
chamber - The breech, or rearmost portion of the barrel, which
contains and supports the cartridge prior to, during, and immedi-
ately following firing.
coefficient of form - A number relating the ballistic efficiency of
a given bullet shape to the shape of the projectile used to calcu-
late the ballistic table.
C1 - Formula symbol for ballistic coefficient.
cross wind angle - The angle between the wind direction and the
line of departure. Typically tabulated as ninety degrees, or "pure"
crosswind with no range vector.
drift - Technically, the distance a bullet will travel horizon-
tally due to its spin. This effect is usually quite small, amount-
ing to about 7 inches @ 1000 yards for a military M2 Ball (.30-'06)
cartridge. Often confused with wind deflection. See also: wind
deflection.
deflection - See: wind deflection.
downrange - Refers to the position of objects in space relative to
the direction of fire; point of aim and point of impact, for exam-
ple, are by definition downrange.
drop - The distance a bullet will fall due to the influence of
gravity. Drop is measured from the line of departure, not the line
of sight.
elevation - Vertical sight adjustment. Also, the (usually small)
angle between the axis of a firearm's bore and the horizontal.
energy - Here, the kinetic energy of a moving bullet, usually given
in ft-lbs. Calculated by multiplying the bullet mass by the square
of the velocity, and dividing by two.
F.P.S. (also FPS and Ft/Sec) - Feet per second. A unit of velocity.
(Properly a unit of speed, as velocity is a vector.)
Ft.-Lbs. (also FtLbs and Ft#) - Foot pounds. A unit of energy equal
to the effort required to lift one pound a vertical distance of one
foot.
[ 54 QBALL ]
mass - Properly, the weight of an object divided by the accelera-
tion due to gravity. Commonly taken as synonymous with "weight."
maximum height - The greatest vertical distance the bullet rises
above the line of sight. Sometimes confused with midrange trajec-
tory since it typically occurs about halfway between muzzle and
target. Maximum height is usually somewhat higher and occurs some-
what further downrange than the midrange trajectory.
metallic sights - Sights containing no optical elements.
met - An abbreviation for "meter"; also, a super-abbreviation of
"Meteorological Conditions." See also: meter, metro, standard met.
meter (also metre) - A unit of length measure equal to 39.37
inches, 3.28083 feet, or 1.09361 yards.
metric - Having reference to length measurements based upon the
meter, its subdivisions, or its multiples.
metro - Short for Meteorological Conditions; the air temperature,
barometric pressure, gun altitude, and relative humidity existing
at the place and time of firing. See also: standard met.
midrange trajectory - The height of the trajectory at a point half-
way between the firearm's muzzle and the point of aim.
M.O.A. (also MOA) - Minute of angle or minutes of arc. Equal to
1/60 of an angular degree. At 100 yards, 1 M.O.A. is approximately
1.047 inches.
muzzle - The foremost point of a firearm's barrel; that part of a
firearm closest to the target.
muzzle energy - Foot-pounds of energy developed by a moving projec-
tile at the firearm's muzzle.
muzzle velocity - The speed of a projectile at a firearm's muzzle,
generally expressed in FPS.
N.R.A. (also NRA) - National Rifle Association. If you shoot, you
should belong to this organization.
ogive - The curve of a bullet's forward portion. Also, the radius
of this curve, usually expressed in calibers.
point-blank range - That range for which the bullet's path varies
from the line of sight by no more than a specified amount.
point of aim - That downrange point with which a firearm's sights
are aligned.
point of impact - That point which a bullet actually strikes. In
most cases, considered in relation to point of aim.
[ 56 QBALL ]
stp - Standard Temperature and Pressure. See also: standard met.
string - A number of rounds fired at a common point of aim, often
for the purposes of sighting in or zeroing a firearm.
targeted range - That distance furthest from the muzzle where the
path of the bullet crosses the line of sight. (The "sighting in"
distance, or "zero range.")
time of flight - The time necessary for a bullet to travel from
the muzzle of a firearm to its point of impact or to any intermed-
iate range.
trajectory - The path of a moving projectile. Often expressed as
the number of inches above or below the line of sight.
windage - Horizontal, lateral sight adjustment. Also, the sight
adjustment required to compensate for crosswind effects at a given
range.
wind deflection - The amount of a projectile's horizontal lateral
motion attributable to the action of crosswind wind vector. Often
mistakenly called drift. See also: drift, windage.
yaw - Normally, a situation in which a bullet rotates on its axis
at a small angle to the line of flight.
zero - The sight setting producing coincidence of point of impact
and point of aim at a given range. Also, the process of determin-
ing that sight setting. See also: sighting in.
zero range - That range furthest from the muzzle at which the point
of aim and point of impact coincide.
[ 58 QBALL ]
Muzzle Velocity.
----------------
This data is from the Speer Reloading Manual #11.
+-----------------------------------------------------+
| From Speer Reloading Manual. 180 gr bullet, C1=.30 |
| |
| Range in Yards |
| --------------------------------------- |
| Muz 50 100 150 200 250 |
| --------------------------------------- |
| Velocity 2400 2259 2122 1990 1863 1742 |
| Energy 2302 2039 1800 1582 1388 1213 |
| Trajectory -1.5 0.0 -0.2 -2.3 -6.7 -13.5 |
+-----------------------------------------------------+
Table B3. Data Taken From Speer Manual.
Using the zero range of 50 yards, a vertical difference of 0.2"
below line of sight at 100 yards, and standard metro, QBALL infers
the muzzle velocity to be 2411 FPS.
QBALL reports this data using the inferred muzzle velocity:
+-----------------------------------------------------+
| Calculated using QBALL. 180 gr bullet, C1=.30 |
| |
| Range in Yards |
| --------------------------------------- |
| Muz 50 100 150 200 250 |
| --------------------------------------- |
| Velocity 2411 2272 2137 2006 1880 1761 |
| Energy 2323 2062 1825 1609 1413 1239 |
| Trajectory -1.50 0.00 -0.20 -2.27 -6.47 -13.23 |
+-----------------------------------------------------+
Table B4. QBALL Data, Inferred Muzzle Velocity.
The maximum differences are:
+-----------------------------------------------------+
| QBALL vs Speer. Speer data taken as standard. |
| |
| Range in Yards |
| --------------------------------------- |
| Muz 50 100 150 200 250 |
| --------------------------------------- |
| Velocity 0.5% 0.6% 0.7% 0.8% 0.9% 1.1% |
| Energy 0.9% 1.1% 1.4% 1.7% 1.8% 1.1% |
| Trajectory 0" 0" 0" .03" .23" .27" |
+-----------------------------------------------------+
Table B5. Difference Table.
[ 60 QBALL ]
If you have saved trajectory data with an earlier QBALL version,
you can convert the saved file by loading it into a plain-vanilla
ASCII text editor, and carefully modifying the lines above the
range/height data to match the pattern given on the preceding page.
Cautions: there must be an entry in every data position; other-
wise, QBALL will be hopelessly confused. In addition, make sure
that you save your modified file with the appropriate extension,
either ETn or CTn.
If properly done, such modified files are usable, but you may
find the trajectory plots are pretty ragged, as the range/height
data is not as precise.
+-------------------------------------------------+
| Hint: |
| |
| This whole process may be more work than it's |
| worth. You might very well want to delete the |
| trajectory files generated by an earlier QBALL |
| version, and start over from scratch. |
| |
+-------------------------------------------------+
[ 62 QBALL ]
Selected Bibliography (continued)
Winchester Ammunition Product Guide. East Alton: Winchester/Olin
Corporation, 1993.
Winchester Product Information and Ballistics Guide. East Alton:
Winchester/Olin Corporation, 1989.
Winchester Reloading Components Catalog. East Alton: Winchester
Group, Olin Corporation, 1992.
[ 64 QBALL ]
+--------------------------------------------------------------+
| Trajectory Comparisons - Conditions as Shown |
| ============================================== |
| [ All at Standard Met ] |
|--------------------------------------------------------------|
|Range = 250 yards, zeroed at 50 yards; C1 =.12, MuzVel = 2100 |
| Inches above/below line of sight at...(yards) |
| --------------------------------------------- |
| Muzzle 50 100 150 200 250 |
| ------ --- ---- ---- ---- ---- |
|QBALL -1.5 0.0 -1.3 -6.4 -16.9 -34.3 |
|SPEER -1.5 0.0 -1.3 -6.4 -17.0 -34.7 |
|HORNADY -1.5 0.0 -1.2 -6.3 -16.7 -33.2 |
|--------------------------------------------------------------|
|Range = 400 yards, zeroed at 200 yards; C1 =.26, MuzVel = 2500|
| Inches above/below line of sight at...(yards) |
| --------------------------------------------- |
| Muzzle 100 200 300 400 |
| ------ ---- ---- ---- ---- |
|QBALL -1.5 2.9 0.0 -13.0 -39.4 |
|SPEER -1.5 3.0 0.0 -13.0 -39.6 |
|HORNADY -1.5 3.0 0.0 -13.1 -39.7 |
|--------------------------------------------------------------|
|Range = 400 yards, zeroed at 200 yards; C1 =.50, MuzVel = 3300|
| Inches above/below line of sight at...(yards) |
| --------------------------------------------- |
| Muzzle 100 200 300 400 |
| ------ ---- ---- ---- ---- |
|QBALL -1.5 1.1 0.0 -5.2 -15.1 |
|SPEER -1.5 1.1 0.0 -5.2 -15.2 |
|HORNADY -1.5 1.1 0.0 -5.3 -15.7 |
+--------------------------------------------------------------+
(Key: MuzVel = Muzzle Velocity C1 = Ballistic Coefficient)
Table D2. Trajectory Comparisons Under Specified Conditions.
QBALL data rounded to nearest 0.1 inch.
An examination of the data in Table D2 shows that there is close
agreement between QBALL's results and published data. The greatest
variation is at the greatest ranges; this is to be expected. Since
the ballistic coefficients from the Hornady tables are not exactly
those chosen as typical, being "high-on-low" respectively, it is
also expected that the resulting bullet strikes will be too small,
"on", and too large. There is, however, substantial agreement between
the QBALL results and the data from both published tables. In gener-
al, QBALL gives excellent practical accuracy.
Inferred Muzzle Velocity.
-------------------------
As was found in chapter 3, muzzle velocities developed by use of
the bullet-drop method may not agree with known-correct data. The
following table illustrates the variation in resultant muzzle velo-
city using several different values for the bullet drop.
[ 66 QBALL ]
This Page For Notes
[ 68 QBALL ]
+--------------------------------------------------------------+
| Program: BALCALC. |
| Input Data: |
| Ballistic Coefficient (C1)....... .295 |
| Bullet Weight.................... 130 grains |
| Zero Range....................... 200 yards |
| Maximum Range.................... 500 yards |
| Range Increment.................. 50 yards |
| Sight Height..................... 0.9 inches |
| Crosswind........................ -- no wind -- |
| Metro............................ Standard |
|--------------------------------------------------------------|
|Range R e m a i n i n g Total Path/Sight Line Defl'n Time |
|Yards Velocity Energy Drop M.O.A. Inches 0 MPH Flght |
|--------------------------------------------------------------|
|BALCALC Reports: |
| |
| 0 3000 2597 -0.9 0.0 0.00000 |
| 50 2838 2325 +-----++-----+ 1.1 0.0 0.05141 |
| 100 2682 2076 | Not || Not | 2.0 0.0 0.10578 |
| 150 2531 1849 |Given||Given| 1.7 0.0 0.16334 |
| 200 2386 1643 +-----++-----+ 0.0 0.0 0.22438 |
| 250 2245 1454 -3.2 0.0 0.28920 |
| 300 2108 1283 -8.1 0.0 0.35815 |
| 350 1977 1128 -15.0 0.0 0.43163 |
| 400 1851 988 -24.1 0.0 0.51005 |
| 450 1730 864 -35.8 0.0 0.59389 |
| 500 1615 753 -50.3 0.0 0.68364 |
| |
|QBALL Reports: |
| |
| 0 3000 2598 0.00 0.00 -0.90 0.00 0.000 |
| 50 2838 2325 0.50 2.15 1.08 0.00 0.051 |
| 100 2682 2076 2.09 1.97 1.97 0.00 0.106 |
| 150 2531 1850 4.87 1.10 1.65 0.00 0.163 |
| 200 2386 1643 9.00 0.00 0.00 0.00 0.224 |
| 250 2245 1454 14.69 -1.29 -3.22 0.00 0.289 |
| 300 2109 1283 22.12 -2.72 -8.17 0.00 0.357 |
| 350 1977 1128 31.46 -4.29 -15.03 0.00 0.431 |
| 400 1850 988 42.94 -6.01 -24.03 0.00 0.508 |
| 450 1730 864 57.21 -7.96 -35.83 0.00 0.591 |
| 500 1616 754 74.44 -10.12 -50.59 0.00 0.684 |
+--------------------------------------------------------------+
Table F2. BALCALC and QBALL Compared
Summary of absolute differences. Remaining Velocity: 1 FPS; Re-
maining Energy: 1 FtLb; Path/Sight Line: 0.29 inches; Time of
Flight: 0.00105 seconds.
Available with BALCALC, unavailable with QBALL. Bullet Momentum in
Lb-Ft per second per second; Lead in feet for entered target
lateral speed.
[ 70 QBALL ]
+--------------------------------------------------------------+
| Program: Barnes Ballistics. (Barnes Bullets, Inc.) |
| Input Data: |
| Ballistic Coefficient (C1)....... .295 |
| Bullet Weight.................... 130 grains |
| Zero Range....................... 200 yards |
| Maximum Range.................... 600 yards |
| Range Increment.................. 100 yards |
| Sight Height..................... 0.9 inches |
| Crosswind........................ -- no wind -- |
| Metro............................ Standard |
|--------------------------------------------------------------|
|Range R e m a i n i n g Total Path/Sight Line Defl'n Time |
|Yards Velocity Energy Drop M.O.A. Inches 0 MPH Flght |
|--------------------------------------------------------------|
|BARNES BALLISTICS Reports: |
| |
| 0 3000 2597 +-----++-----+ -0.90 0.0 0.0000 |
| 100 2682 2076 | Not || Not | 2.00 0.0 0.1061 |
| 200 2386 1643 |Given||Given| 0.00 0.0 0.2255 |
| 300 2109 1283 +-----++-----+ 8.12 0.0 0.3593 |
| 400 1851 989 -24.13 0.0 0.5115 |
| 500 1615 753 -50.14 0.0 0.6842 |
| 600 1408 572 -89.79 0.0 0.8851 |
| |
|QBALL Reports: |
| |
| 0 3000 2598 0.00 0.00 -0.90 0.00 0.000 |
| 100 2682 2076 2.09 1.97 1.97 0.00 0.106 |
| 200 2386 1643 9.00 0.00 0.00 0.00 0.224 |
| 300 2109 1283 22.12 -2.72 -8.17 0.00 0.358 |
| 400 1850 988 42.94 -6.01 -24.03 0.00 0.509 |
| 500 1616 754 74.44 -10.12 -50.59 0.00 0.684 |
| 600 1407 572 119.18 -15.06 -90.37 0.00 0.883 |
+--------------------------------------------------------------+
Table F4. Barnes Ballistics and QBALL Compared
Summary of absolute differences. Remaining velocity, 1 FPS; re-
maining energy, 1 Ft-Lb; Path/Sight Line, 0.58 inches; Time of
Flight, .0025 seconds.
Available with BARNES BALLISTICS, unavailable with QBALL. Tabular
side-by-side comparison of two different loads.
----------
As can readily be seen from the preceding tables, QBALL is in
substantial (not to say "bang on"--pun intended) agreement with
several other computer ballistics programs. Other sources with
which QBALL is in substantial agreement include the Winchester
Product Information and Ballistics Guide (1989), and the Remington
Firearms and Ammunition Catalog (1990).
[ 72 QBALL ]
Enter 50 <= Range <= 100: In inferring a muzzle velocity, range
for zero drop must be at least 50, and no more than 100 yards.
Enter Range <= 1760 Yards
- or -
Enter Range <= 1609 Meters: In either case, you're attempting to
enter a range which is outside QBALL's ability to use effectively.
(1760 yards = 1609 meters = 1 mile.)
Enter 0 < Range Increment <= Range: You're trying to enter a range
increment of zero, or to enter a range increment greater than the
maximum range chosen.
Enter 0 <= Relative Humidity <= 100: You're attempting to enter a
relative humidity value which is out of range. (Values outside
this range are, by definition, impossible.)
Enter Second Range > First Range: When inferring a ballistic
coefficient, you're attempting to enter a second range which is
smaller than the first range you have already entered.
Enter Second Velocity < First Velocity: When inferring a
ballistic coefficient, you're attempting to enter a downrange
velocity which is larger than the velocity closer to the muzzle.
Enter 0.1 < Maximum Deviation <= 40: In the determination of point-
blank range, the maximum deviation must be greater than 0.1 inches
and less than 40 inches.
Enter -2.0 <= Sight Height <= +5.0: You're attempting to enter a
value for sight height which is out of range.
Enter -50 <= Temperature <= +125: You're attempting to enter a
temperature value which is out of range. (If you really need this
program to operate at Arctic/Saharan temperatures, let me know!
I'll customize one for you.)
Enter 300 <= Velocity <= 4500 FPS: You're trying to enter a velo-
city which is less than 300 FPS or greater than 4500 FPS.
Enter Vertical Angle <= 45d
- or -
Enter Height <= [feet]: In determining "hits high" for slant fire,
the vertical dimension must be less than 45d, or less than the
horizontal range expressed in [feet].
Enter Wind Direction <= 360d: In determination of wind deflection
corrections, you're attempting to enter a wind direction which is
greater than one complete circle.
Enter Wind Velocity <= 231 MPH: In determination of wind deflec-
tion corrections, you're attempting to enter a wind speed in excess
of the world record.
(Record set on Mount Washington, NH, in 1935.)
[ 74 QBALL ]
This Page For Notes.
[ 76 QBALL ]
This Page For Notes.
.
[ 78 QBALL ]
[ F ] Inferring Ballistic
Files 1 Coefficients (cont)
automatic renaming 44 one downrange velocity 26
copying 1 two downrange velocities 27
distribution 1 actual muzzle velocity 27
naming 11 13 44 Samples from published data 57
QBSHELIT.BAT 40 44 Inferred Muzzle Velocity 28-32
required 1 from bullet drop 28ff
trajectory data 57 from one velocity 32
trajectory incompatible 43 59 in C1 calculations 27
Filenames Information (Info) Line 4
Range tables 11 44
Trajectory graphics 11 44 [ L ]
Free Recoil Velocity, Energy 22 Limited use license i
data entry 22 Lookup facility 7 23
examples of... 23
gun weight 22 [ M ]
powder (propellant) weight 22 M.NDX 1 23
valid data limits 22 Maximum Deviation
Fraction table 30 entering 19
display 20
[ G ] Menus
Glossary 49 Choose Next Output 10
Graphics Color Configuration 38
auto-detect 3 Computations 8
capture to .GIF et.al. 14 Graphics 13
displaying 11-16 42 Infer Data 25
translating 48 Main 4
typical saved file 59 New Input Data 17
GRFXLATE.EXE 48 Other Procedures 19
Group center, finding 31 Recall Trajectory Data 41
Switch Toggle 37
[ H ] Utilities 37
Hardware 1 Metro 4
auto-detect graphics 1 changing 18
chronographs 25 28 standard 4
recommended 1 valid data limits 18
Header line Muzzle Velocity 7
default 4 changing 18
weapon, cartridge identifier 17 entering 7
bullet maker and type 24 Inferring (calculating) 28-32
Help valid data limits 18
from author vi
on-line 2 [ N ]
New/changed Input Data 17
[ I ] Clean Sweep 5 17
Increment, range Single Inputs 17
(see: range increments) Non-horizontal fire 21
Inferred Ballistic Data 25-31 Non-standard metro 7 18
Ballistic Coefficients 25-28
Muzzle Velocity 28-32 [ O ]
Examples from published data 57 Opening screen 3
Inferring Ballistic Other Ballistics Procedures 19
Coefficients 25-28 Free recoil velocity/energy 22