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[ i QBALL ]
DEDICATION
QBALL was inspired by the many computer programs
published in The American Rifleman, and is
respectfully dedicated to their author:
William C. Davis, Jr.
____________________
DISCLAIMER
QBALL is supplied as is. Responsibility for determining its suit-
ability for any use rests solely with the user. The author will
not be held responsible for injury or damages resulting from the
use of QBALL; all remedies rest solely with the user. QBALL is
distributed without any warranties whatsoever, except: QBALL
copies distributed on defective author-supplied media will be
replaced; or if QBALL is inoperative through an author error, a
functional copy is available upon request. The author reserves the
right to update QBALL without incurring any obligation to provide
updates to any user, except as otherwise stated herein.
LIMITED LICENSE
Individual users may make copies of the program files for backup
and personal use. Individual users are may distribute copies of the
shareware edition to others, but only if all files are distributed
in their entirety and without modification.
Computer clubs may make copies of the shareware version for dis-
tribution. A copying/media fee not exceeding $10 may be charged.
Software library companies and individuals wishing to commercially
distribute QBALL must contact the author for permission.
Distribution of any part of the registered edition of QBALL, in-
cluding the documentation, without the author's express written
consent, is prohibited.
ACKNOWLEDGMENTS
The author gratefully acknowledges the contributions of Jan
Archambeau, Bob Bender, Jim McCausland, and Dave Smith. Bob and Jim
made several suggestions for improving what QBALL does, how it does
it, and provided other valuable feedback. Dave served as QBALL's
informal beta tester, and Jan proofread the user's manual. Many
thanks to you all. -- B.W.H.
COPYRIGHT INFORMATION
IBM, PC-DOS are trademarks of International Business Machines.
4DOS is copyright, J. P. Software, Inc.
MS-DOS, QuickBASIC, GW-BASIC and Professional Development System
are copyright, Microsoft, Inc.
All other copyrights and Trademarks are the property of their
respective holders.
[ iii QBALL ]
LIST OF FIGURES
Figure page
1. Opening Screen............................ 3
2. Main Menu................................. 4
3. Computations Menu......................... 8
4. Partial Computations Menu, Zero Set....... 9
5. Typical Range Table....................... 9
6. Choose Next Output Menu.................. 10
7. The Graphics Screen...................... 11
8. Graphics Menu After One Save............. 12
9. Second Trajectory Graphics Screen........ 14
10. Two Sets of Data Graphics Screen......... 15
11. New Input Data Menu...................... 16
12. Other Procedures Menu.................... 18
13. Enter the Maximum Deviation.............. 18
14. Point Blank Range Displayed.............. 19
15. Wind Vector Corrections.................. 20
16. Slant Fire "Hits High" Table............. 21
17. Free Recoil Velocity, Energy Display..... 22
18. Typical Bullet Lookup Display............ 23
19. Schematic Layout, Infer
Ballistic Coefficient......... 25
20. Entry Screen, Infer
Ballistic Coefficient......... 26
21. Ballistic Coefficient Display 1.......... 26
22. Ballistic Coefficient Entry 2............ 27
23. Ballistic Coefficient Display 2.......... 27
24. "Print?" prompt.......................... 29
25. Standard Printed Output Header........... 30
26. Sample Output, Ballistic Coefficient..... 30
27. The Utilities Menu....................... 31
28. The Switch Toggle Menu................... 31
29. Set Display Colors Screen................ 32
30. Recall Trajectory Data Display and Menu...35
31. Saved Trajectory Data Graphic Display.... 36
32. The Range Table Reader Utility........... 39
33. The Graphics Translator Utility.......... 40
LIST OF TABLES
Table page
1. Free Recoil, Selected Weapons............ 21
B1. Data Taken From Published Table.......... 49
B2. QBALL-Calculated Data.................... 49
C1. Saved Trajectory Data File............... 51
D1. Remaining Velocity With Given Inputs..... 55
D2. Trajectory Comparisons Under
Specified Conditions..... 56
QBALL and Other Ballistics Programs
F1. Sierra Ballistics........................ 57
F2. BALCALC.................................. 58
F3. BALTEC................................... 59
F4. Barnes Ballistics........................ 60
[ v 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? In many cases, 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 con-
tinue 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 laws
apply to Shareware and commercial software alike. The Shareware
copyright holder--usually the author--retains all rights to the
program.
Shareware authors are accomplished programmers, just like comm-
ercial 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, because you can try before you buy. And
because the overhead is low, prices are low. Shareware also has
that most basic of all guarantees: 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 software just as you would a book. Licensed software 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.
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 any kind of remuner-
ation must first contact the author for authorization. (Author-
ization is automatically granted to distributors recognized as
Associate Members by the Association of Shareware Professionals
(ASP) and may begin offering QBALL immediately. The author must be
advised so that the latest version is being distributed.)
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 ]
1.4 General Instructions.
Selecting menu options. Press the key corresponding to the
letter which is highlighted/bracketed in that option. For example,
to choose option "P", press upper- or lower-case "P." QBALL's
menus are not case sensitive. If the option does not appear, or
appears in low-intensity characters, QBALL will "beep", and do
nothing further.
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
before entering them.
Special cases of [Enter]. [Enter] pressed when a value appears
in the data entry window will use that value in subsequent
computations. (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 in 15 seconds.)
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 |
| Infer <B>allistic Coefficient |
| 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. This is where you tell QBALL
what kind of things you want to do. Key to the In-
formation (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 Computing and Displaying a Range Table.
-------------------------------------------------------------
> 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; for now, stay with what you've got. <ESC> will
return to the Main Menu; try it and see. Then remember to press
<C> to get back here. <O>ther Ballistics Procedures are described
in Chapter 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 Chapter 5.
[ 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 QBALL did not find a graphics card/monitor, the Display
Trajectory ...<G>raphic option will not appear. If this is the
case, please read the explanation of this menu's options in the
last paragraph on page 12 and skip ahead to page 16, where we'll
be changing input data.
On the assumption that QBALL did find the appropriate graphics
hardware, press <G> to display a graphic representation of traj-
ectory data.
2.3 Displaying Graphics.
Figure 7, on the facing page, is a printed representation of
what your screen should look like.
(If you didn't copy the two *GA_SAV.0 files from the distribu-
tion disk, "<R>ecall..." will indicate "none saved.")
[ 12 QBALL ]
Now press <S> to write this trajectory's data to a disk file.
(It will go into the current directory.) QBALL tells you it is
saving the current data. Disk writes may take awhile, depending
upon the disk to which you're writing. Disk writes (and reads)
are, in slowest to fastest order: 5¼ floppy, 3½ floppy, hard disk,
and RAM disk.
When the disk write is complete, the following message is dis-
played. If you're working with CGA graphics, the filename will be
"CGA_SAV.1." (The message box clears automatically, or you may
press a key to clear it.)
+==================================+
| Saved as EGA_SAV.1 |
+------->> press any key <<--------+
Press <R>. The Graphics Menu will now look like this:
+=========================+
| *** Graphics Menu *** |
| --------------------- |
| <G>rid Toggle On/Off |
| <S>ave Current Data |
| <R>ecall <0> thru <1> |
| --------------------- |
| <ESC>ape to Choose Next |
+-------------------------+
Figure 8. Graphics Menu After Two Saves
<R>ecall... tells you that you now have two sets of trajectory
data saved to disk. Also note that <S>ave Current Data has been
disabled; you don't want two sets of identical data, do you?
Now press <ESC> to quit the graphics routine. You are again
presented with the "Choose Next Output" menu. If your printer is
on and on-line, press <P> to obtain a hardcopy of your range
table. Press <S> to save the range table to a disk file; we'll
need it later on in Chapter 6. If you want to look at the Range
Table again, press <R>, and, to look at the graphic again, press
<G>. (If you plan to save a lot of data, read the hint in the box
at the bottom of the facing page.)
[ HINT: If you can afford to set up a 350K RAM Disk, the ]
[ file write/read process is vastly speeded up. See the ]
[ documentation for your computer, probably under Device ]
[ Drivers. (Look for VDISK.SYS or RAMDRIVE.SYS.) ]
[ 14 QBALL ]
> Ballistic Computations: Typical Firearm <
+--------------------------------------------------------------+
| | |
|I| |
| | 5 * * 5 |
|N| * |
| | * |
|C|-0------------------------------------------------*-------0-|
| * |
|H| [draw a smooth curve] |
| |-5 [connecting the "*".] -5 *
|E| |
| | YARDS |
|S| 50 100 150 200 250 |
+--------------------------------------------------------------+
| [ --- Remaining Velocity/Energy, Current Round --- ] |
+--------------------------------------------------------------+
| >Current< >Previous< +=======================+
|Max Ht : 4.6" @ 138 | *** Graphics Menu *** |
|Min Ht : -5.3" @ 300 | --------------------- |
|MuzVel : 2700 FPS |<G>rid Toggle On/Off |
|TermVel: 1877 FPS |<S>ave Current Data |
|BCoeff : .300 |<R>ecall <0> thru <1> |
|ZeroRg : 250 Yards | --------------------- |
|Metro : Standard |<ESC>ape to Choose Next|
+--------------------------------------------------------------+
| [ --- info line schematically indicated --- ] |
+--------------------------------------------------------------+
Figure 9. Second Trajectory Graphics Screen
Press <R> to recall saved data, and press <1> ("one") to recall
the data that you previously saved. Remember, the data has to be
read from a disk, so it'll take some time to obtain and display.
Figure 10, on the facing page, shows what you should end up with.
The trajectory plot for the recalled data is shown, as you can
see, in a contrasting color. The figure "1" is printed at the
trajectory's maximum height.
The information section at the bottom of the screen now summar-
izes both sets of trajectory data. Note that the value of the
parameter we changed, the muzzle velocity, is highlighted. All
values so changed will be thus highlighted, except for "Metro"
which will be displayed as "Standard" or "Non-standard."
Why is the first set saved number "0" and the second, "1?"
You may save up to sixteen (16) *GA_SAV.n files, 0 through 15,
inclusive; that's sixteen files, total. The Graphics Menu dis-
plays the hexadecimal (base 16) equivalents of each of those
numbers, 0 through 15. Recalling a saved file requires you to
press a "number" (0 through 9) or a "letter" (A through F) to tell
QBALL which data you want to display.
Not only may you save sixteen trajectories, you may also dis-
play the same sixteen 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.
[ 16 QBALL ]
Muzzle Velocity: may be from 300 FPS to 4500 FPS, inclusive.
Ballistic Coefficient: must be greater than 0.000 and less than
1.000; QBALL will automatically add a leading decimal point to
your entry. You may also use the bullet [L]ookup facility.
Bullet Weight: must be greater than zero and less than 1000
grains. You may also use the bullet [L]ookup facility.
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. Note, please, that data saved using
QBALL versions 2.09 and earlier is unusable with QBALL 2.20.
Finally, please note that only range measure is affected; heights
and deflections will continue to be computed in inches; veloci-
ties, in feet per second.
<ESC>ape returns to the indicated menu.
[ The info line should now show this data: ]
[ ]
[ Muzzle velocity............ 2700 FPS ]
[ Ballistic Coefficient...... .300 ]
[ Metro...................... Standard ]
[ Sight height............... 1.00 ]
[ 18 QBALL ]
When you have "pressed any key," you are returned to the
Computations 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. It is
recommended that you 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
horizontal lines at, in this case 5 inches from the displayed line
of sight. Such lines will be displayed until a new zero range is
chosen.
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 deflec-
tion, 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 direction from
which the wind is blowing, from 0d to 360d, relative to the line
of fire. In this example, 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 15. Wind Vector Corrections.
A [Y] response will cause QBALL to use the 14-MPH crosswind
value when displaying the range table. QBALL takes winds blowing
from left to right as positive, and from right to left as nega-
tive. 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?" question.
[ 20 QBALL ]
There are neither 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 dia-
meter of the weapon if you do not have a specific bullet diame-
ter; QBALL assumes that any entered value greater than one (1) is
in millimeters, and makes the conversion for you.
The sectional density is printed in the printed range table
header, if it has been determined, but there is no specific rou-
tine to print just this value, nor does QBALL at present include
any routine which makes use of the sectional density. Addition-
ally, 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
numbers, 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. QBALL accepts
weapon weights in pounds-ounces or decimal pounds format.
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: 7.83 FPS |
| Free Recoil Energy : 8.11 Ft# |
| |
+-----------------------------------------------+
Figure 17. Free Recoil Velocity, Energy Display.
[ 22 QBALL ]
+=====> Bullet Lookup <======+
| Mak Dia Wt C1 Type |ormation as prompted...
| --- --- --- --- -------- |-----------------------
| SRA .308 170 .250 FN |
| NOS .308 170 .268 FP |fficient .3
>|>SPR .308 170 .304 FN< < < <|<
| HDY .308 180 .239 RN |
| SPR .308 180 .304 RN |
| SRA .308 180 .322 RN |
| SPR .308 180 .352 MAG-TIP |
| NOS .308 180 .361 PRPPT |
| HDY .308 180 .431 SPIRE |
| SPR .308 180 .436 GRD/SLM |
+----------------------------+
PgUp PgDn ^ V Home End [ESC]
Figure 18. Typical Bullet Lookup Display
If the bullet indicated >thus< is chosen, both the bullet weight
and the ballistic coefficient will be set the the values shown in
the list. (In this case, the bullet is a 170-grain Speer flat-nose
with a diameter of .308 inches and a ballistic coefficient of .304.)
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 listing unless both index files are present.
The bullet lookup data is not loaded until it is called for, at
which time the data from AMMO.DAT is loaded into memory. The first
call may be rather slow, but subsequent calls will be much faster.
[ 24 QBALL ]
3.1 First Run: r1 = 0
When prompted for the "first range," press enter; for "second
range," enter 100. The following screen will be displayed. Enter
the appropriate velocity values as shown. QBALL will quickly re-
turn the value of the ballistic coefficient. Since we're working
from tabular data, another round is superfluous; press "N."
+==============================================================+
| ----------------------------------- |
| Metro: as displayed |
| Relative Air Density = 1.000 Relative Sonic Velocity = 1.000 |
| ----------------------------------- |
| |
| |
| For Round Number 1 |
| First Velocity (Ft/Sec) 2200 |
| Second Velocity (Ft/Sec) 1939 |
| |
| For Standard Atmosphere, C1 = .300 |
| |
| Calculate another Round? ([Y] or N) |
| |
| |
| |
| [ Lower & Upper Ranges (yards) [0] & 100 ] |
+--------------------------------------------------------------+
Figure 19. Entry Screen, Infer Ballistic Coefficient
The center of the screen will clear, and the following
information is displayed:
+============================================+
| ----------------------------------------- |
| Average C1 for 1 round = .300 |
| Between Mean Velocities 2200 and 1939 |
| Calculated Muzzle Velocity = 2200 |
| ----------------------------------------- |
| |
| Print C1 Data? ([Y] or N) |
+--------------------------------------------+
Figure 20. Ballistic Coefficient Display 1.
For now, press "N" to return to the Main Menu. Note that the
information line now shows the muzzle velocity and the computed
ballistic coefficient. If you so desired, you could now go on to
compute ballistic or gun data, but let's try the infer ballistic
coefficient routine again, with r1 set to something other than
zero. (You should be at the Main Menu; press <B>.)
[ 26 QBALL ]
[ If you do develop a range table using a calculated muzzle ]
[ velocity of 2201 FPS, and C1 of .298, you'll find these max- ]
[ imum differences: ]
[ ]
[ R e m a i n i n g . . . Defl'n . . . Time ]
[ Velocity Energy 10 MPH Flght ]
[ ----------------- ------ ----- ]
[ 4FPS 4 Ft-Lbs 0.1 inches 0.001 seconds. ]
[ ]
[ It is highly likely that two successive rounds in any given ]
[ string will exhibit at least this much spread. The percentage ]
[ errors for this example are: Velocity, 0.27%; Energy, 0.46%; ]
[ Defl'n, 0.92%; and Time of Flight, 0.25%. Most readily-avail- ]
[ able chronographs have inherent accuracy no better than this. ]
[ You may expect, therefore, that QBALL's results will be within ]
[ the limits of instrumental error. ]
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
ballistic 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.) Additionally, should
you be reloading your own ammunition, and have access to two
chronographs, you could make a custom firing table for your own
handloaded ammunition.
[ 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 data reliability so obtained might be pretty shaky, but ]
[ better some questionable data than no data at all!) ]
[ 28 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 23. "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 <
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 0.0 0.0 -1.0 0.0 0.000
50 2068 1708 0.9 7.8 3.9 0.4 0.070
100 1939 1503 3.9 6.8 6.8 1.5 0.145
150 1816 1319 9.1 4.9 7.3 3.5 0.225
200 1700 1155 17.1 2.6 5.2 6.7 0.311
[ 250 1589 1010 28.1 0.0 0.0 10.8 0.402 ]
300 1485 881 42.4 -2.8 -8.5 15.9 0.499
----------------------------------------
[ End of Table ]
---------------------------------------------------------------
Figure 24. Typical Range Table Printed Output.
For data tables, all data is recomputed for output to the
printer; 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.
[ 30 QBALL ]
This Page For Notes.
[ 32 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, and
====> Press any key <====
is displayed instead.
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 28. 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 dis-
played at the bottom of the color configuration screen. If you get
in a muddle, and want to start over again, press [D] to return to
the supplied default color settings. If you'd like a white-on-
black screen, press [W] for that option.
[ 34 QBALL ]
5.5 Invoking a DOS Shell.
Press <D> to shell out to DOS.
When first 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 37.
When you exit the shell, QBALL performs a series of file manipu-
lations, which are described in Chapter 7, File Handling, on page
37.
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 39.
[ 36 QBALL ]
You may Display Trajectory <G>raphic by pressing <G>; the
resulting display of EGA_SAV.0 is as shown in Figure 30.
>> Ballistic Computations: Typical Firearm <<
+--------------------------------------------------------------+
| | * |
|I| * |
| | 5 * 5 |
|N| * |
| | |
|C|-0------------------------------------------------*-------0-|
| * |
|H| [Draw a line] |
| |-5 [thru the *.] -5 |
|E| |
| | YARDS *
|S| 50 100 150 200 250 |
+--------------------------------------------------------------+
| [ --- Blank space in this situation --- ] |
+--------------------------------------------------------------+
| >Current< >Previous 0< +=======================+
|Max Ht : 7.4" @ 135 | *** Graphics Menu *** |
|Min Ht : -8.5" @ 300 | --------------------- |
|MuzVel : 2200 FPS |<R>ecall <0> thru <1> |
|TermVel: 1485 FPS | |
|BCoeff : .300 | |
|ZeroRg : 250 Yards | --------------------- |
|Metro : Standard |<ESC>ape MAIN MENU |
+--------------------------------------------------------------+
| [ --- info line schematically indicated --- ] |
+--------------------------------------------------------------+
Figure 30. 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, then the <number> (in this case, "1") to display another
trajectory.
QBALL will use the identifier, muzzle velocity, ballistic coef-
ficient, bullet weight, metro, sight height, and range unit for
all further computations, until changed. You may change that data
using the New/changed Data Input routines, or you may recall
another saved trajectory file, in which case, all the input data
is updated at once.
If you determine that the information displayed with the menu is
indeed the data you want to use, and you don't need a picture,
press <D> to use the displayed data as the default. Again, QBALL
will use this data until it is changed.
[ 38 QBALL ]
The data needed to display trajectory graphics is saved with one
of the following filenames: EGA_SAV.[ext] or CGA_SAV.[ext], depen-
ding on how your computer is equipped. The [ext] is never less
than "0" and never greater than "F." That's hexadecimal notation
for "0" through "16;" QBALL will not allow more than 16 trajectory
graphics files. Why? Two reasons: it allows you to choose a saved
trajectory with one keypress; and, sixteen different graphics
trajectories displayed all at once make for a pretty cluttered
display.
EGA trajectory files average about 2000 bytes in length; CGA,
about 1200. 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" read "CGA."
Let's suppose you have saved several trajectory files, EGA_SAV.0
through EGA_SAV.B--that's eleven files. Now, let's suppose that
you delete EGA_SAV.3 through EGA_SAV.9; whether from DOS or from
within QBALL's DOS shell. Now you have EGA_SAV.0, *.1, *.2, *.A,
and *.B remaining on/in your disk/directory. When you start QBALL,
or "exit" from QBALL's DOS shell, the remaining trajectory files
are renamed thus:
EGA_SAV.0 becomes EGA_SAV.0
EGA_SAV.1 becomes EGA_SAV.1
EGA_SAV.A becomes EGA_SAV.2
EGA_SAV.B becomes EGA_SAV.3
This renaming is completely automatic and transparent. All
references to saved trajectories, e.g., in menus, will now reflect
"<0> thru <3>."
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. So use a hard disk, awreddy!
(Or a RAM disk, if you can.)
All range tables are named "RGTABLE.[ext], where [ext] 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 se-
quence, just as with graphics files. Again, the procedure is auto-
matic, and completely transparent.
The format for saved range tables is exactly the same as that
for printed output: page breaks, continuation page headers, column
headers, and all. If you want hardcopy, it's simply a matter of
issuing a "COPY" command from the DOS prompt. Yes, it'll work from
within the QBALL DOS shell.
[ 40 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, however,
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
"CGA_SAV.[ext]"...
or
if you have a CGA-equipped computer, then at least one
"EGA_SAV.[ext]"...
...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:
+=============================================================+
| ----- - - - -- -- - -- -- - |
| | | |-+ -- | | | | |-| TO |- | |-| |
| | _| | | -| | | |__ |_|| | |_ |_|| | |
| |__|| |_| |_| | | TRANSLATOR 1.0 |
| ----- | ---------------------------------------- |
+-------------------------------------------------------------+
CGA Graphics Files Present EGA Graphics Files Present
-------------------------- --------------------------
CGA_SAV.0 EGA_SAV.0
EGA_SAV.1
+-------------------------------------------------+
| Press the key corresponding to the CGA Graphics |
| File EXTENSION to translate CGA to EGA format. |
+-------------------------------------------------+
EXTENSION ([ESC] exits):
Figure 32. QBALL's Graphics Translator
Press the key corresponding to the file extension of the CGA
file to translate, in this case, "0." (This one's "hotkeyed"--you
need not press [enter]. GRFXLATE will write the translated file to
"EGA_SAV.2." If you had a full complement of EGA-format trajectory
files, "0" through "F" (hexadecimal notation--there are sixteen
such files permitted) GRFXLATE would request permission to over-
write the existing EGASAV.0. A "no" response at that time returns
to QBALL.
[ 42 QBALL ]
This Page For Notes
[ 44 QBALL ]
caliber - For small arms, the diameter of the barrel 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
calculate 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 at 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
example, 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.
[ 46 QBALL ]
line of sight - An imaginary line from the center of the sights to
the point of aim. The bullet typically crosses this line only
twice; once, a few yards from the muzzle, and again at the
targeted distance.
mass - Properly, the weight of an object divided by the acceler-
ation due to gravity. Commonly taken to mean "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
somewhat 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
halfway 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
projectile at the firearm's muzzle.
muzzle velocity - The speed of a projectile at the 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 from the
muzzle to that range.
[ 48 QBALL ]
sonic velocity - The speed of sound through air.
standard met - Atmospheric conditions as follows: Temperature of
59 degrees Fahrenheit, barometric pressure of 29.53 inches of
mercury, gun altitude of zero (sea level), and relative humidity
of 78 percent. Firing tables are usually corrected to standard met
conditions.
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.)
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 the wind. 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.
[ 50 QBALL ]
It was found in Chapter 3 that QBALL's computation of ballistic
coefficient from tabular data may not be in exact agreement with a
value known to be correct. A series of successive approximations
can compensate for QBALL's built-in roundoff characteristics, and
the small errors resulting from them.
In general, however, the process of successively refining a
ballistic coefficient will prove unnecessary. The very small
variations introduced by differences between successive rounds in
a string, as, for example, variations in muzzle velocity or bullet
weight make the process of successive refinement superfluous.
[ 52 QBALL ]
This Page For Notes
[ 54 QBALL ]
Selected Bibliography (continued)
Winchester Product Information and Ballistics Guide. East Alton:
Winchester/Olin Corporation, 1989.
Winchester Reloading Components Catalog. East Alton: Winchester
Group, Olin Corporation, 1992.
[ 56 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 -39.5 |
|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 -15.2 |
|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.
A close 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 ex-
pected. Since the ballistic coefficients from the Hornady tables
are not exactly those chosen as typical, being "high-on-low" re-
spectively, it is also expected that the resulting bullet strikes
will be too small, "on", and too large. There is, however, sub-
stantial agreement between the QBALL results and the data from
both published tables. In general, the actual bullet strike
differences between QBALL's results and the published tabular data
is two or three tenths of an inch. This indicates that QBALL is
capable of excellent practical accuracy.
[ 58 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 0.0 0.0 -0.9 0.0 0.000 |
| 50 2838 2325 0.5 2.1 1.1 0.0 0.051 |
| 100 2682 2076 2.1 2.0 2.0 0.0 0.106 |
| 150 2531 1850 4.9 1.1 1.6 0.0 0.163 |
| 200 2386 1643 9.0 0.0 0.0 0.0 0.224 |
| 250 2245 1454 14.6 -1.3 -3.2 0.0 0.289 |
| 300 2109 1283 22.0 -2.7 -8.1 0.0 0.357 |
| 350 1977 1128 31.4 -4.3 -15.0 0.0 0.431 |
| 400 1850 988 42.7 -6.0 -23.8 0.0 0.508 |
| 450 1730 864 56.9 -7.9 -35.5 0.0 0.591 |
| 500 1616 754 74.4 -10.1 -50.6 0.0 0.684 |
+--------------------------------------------------------------+
Table F2. BALCALC and QBALL Compared
Summary of absolute differences. Remaining Velocity: 1 FPS; Re-
maining Energy: 1 FtLb; Path/Sight Line: 0.3 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.
[ 60 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 0.0 0.0 -0.9 0.0 0.000 |
| 100 2682 2076 2.1 2.0 2.0 0.0 0.106 |
| 200 2386 1643 9.0 0.0 0.0 0.0 0.224 |
| 300 2109 1283 22.1 -2.7 -8.2 0.0 0.358 |
| 400 1850 988 42.9 -6.0 -24.0 0.0 0.509 |
| 500 1616 754 74.4 -10.1 -50.6 0.0 0.684 |
| 600 1407 572 119.2 -15.1 -90.4 0.0 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,0.61 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).
[ 62 QBALL ]
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 Sight Height <= Maximum Deviation <= 40: In the determination
of point-blank range, the maximum deviation must be greater than
the sight height 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
deflection corrections, you're attempting to enter a wind speed in
excess of the world record.
Inferred C1 exceeds 1.00 - check data: Your input data is probably
incorrect; ballistic coefficients cannot, by definition, exceed
unity.
[ 64 QBALL ]
This page for notes.
[ 66 QBALL ]
This Page For Notes.
[ 68 QBALL ]
-G- BALTEC 59
Graphics 3 Barnes Ballistics 60
auto-detect 3 Sierra Ballistics 57
displaying 10-15
translating 40 -P-
typical saved file 51 Point-blank range 17
GRFXLATE.EXE 40 Printed output 28
ballistic coefficient 29
-H- range table 28
Hardware 1 Printer 3
auto-detect graphics 1 auto-detect 3
chronographs 23 functions 28
recommended 1 output 28
screen dumps 27
-I- setup 27
Inferring Ballistic warnings 27
Coefficients 23-26
one downrange velocity 24
two downrange velocities 25 -R-
Information (Info) Line 4 Range Tables 8
data entry 9
-M- display 9
Menus 4 interpretation 9
Choose Next Output 10 reading saved data 39
Color Configuration 32 Range units 16
Computations 8 swapping 16
Graphics 12
Main 4 -S-
New Input Data 15 Sectional density 20
Other Procedures 17 data entry 20
Recall Trajectory Data 35 valid data limits 20
Switch Toggle 31 Sight height 16
Utilities 31 valid limits 16
Metro 4 Slant angle of fire 19
changing 16 data entry 19
standard 4 valid data limits 19
valid limits 16 Starting QBALL 3
Muzzle Velocity 7 Already Loaded error message 37
entering 7 monochrome 3
valid limits 16
-U-
-N- Uphill/downhill fire 19
Non-horizontal fire 19 Utilities 39
DOS Shell 34
-O- Graphics Translator 40
Opening screen 3 Range Table Reader 39
Other Ballistics Procedures 17
Free recoil velocity/energy 20 -V-
Point-blank range 17 Viruses 63
Sectional density 20
Slant angle of fire 19 -W-
Wind vector corrections 18 Wind Vector Corrections 18
Other Ballistics Programs 57-60 using in range tables 18
BALCALC 58 valid data limits 18
wind velocity and direction 18