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drop of bullet at 1000 yds

 
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  #8  
Old 10-17-2013, 05:07 PM
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Re: drop of bullet at 1000 yds

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Originally Posted by Scrubbit View Post
Two components to Coriolis. Horizontal defined by latitude (dist from equator) and vertical defined by direction you are shooting. Best explanation is from Bryan Litz in Applied Ballistics. I always use horizontal component on long range shots due to my high latitude. Use vert component unless shooting North/South so effect is zero. Coriolis and spindrift are significant at extended ranges.

Good info. I play with this in my program all the time and try to figure the affects in different situations etc. I thought the first vid was really good regarding E and W shots. What I have tried to understand is how the bullet is affected at lets say 45degrees of those, half value.
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  #9  
Old 10-17-2013, 08:45 PM
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Re: drop of bullet at 1000 yds

Just for interests sake, at 1000m shooting Berger 215g hybrids out of a 300 Win Mag at 3000 fps gives a combined coriolis and spin drift of 10.6 in or .3 Mils. Definitely significant. 6.5 in is spin drift, and the remainder coriolis.
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  #10  
Old 10-18-2013, 12:50 PM
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Re: drop of bullet at 1000 yds

I am an officer in the Field Artillery branch of the Army. If you think that the Coriolis Effect makes a difference at 1000 yards you should see what it does at 20 kilometers.... Man this takes me back to doing manual computations and the Tables, GFT's, figuring square weight. There are sooo many things that come into effect with long range shooting, it is a whole different world.
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  #11  
Old 10-18-2013, 01:16 PM
wbm wbm is offline
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Re: drop of bullet at 1000 yds

We are talking about "shooting at game" here right?

Well as long as you are going to figure out "All the factors" don't forget powder position sensitivity. That can be a real biggie too.

Just a guess on my part but once you zero your weapon at 1000 yards, fire for effect and hit the x-ring, game animal, or enemy combatant (if you are firing a 155 for example) you probably have or wittingly or unwittingly properly applied all the factors to your weapon of choice.

Course you could always calculate "All the factors" in the field depending on the direction you are shooting. Armed with a good compass and taking into account declination, spin drift etc. Your game animal may be in the next state by the time you shoot but what the heck at least you will have all the correct data.
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Old 10-18-2013, 01:27 PM
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Re: drop of bullet at 1000 yds

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Originally Posted by wbm View Post
We are talking about "shooting at game" here right?

Well as long as you are going to figure out "All the factors" don't forget powder position sensitivity. That can be a real biggie too.

Just a guess on my part but once you zero your weapon at 1000 yards, fire for effect and hit the x-ring, game animal, or enemy combatant (if you are firing a 155 for example) you probably have or wittingly or unwittingly properly applied all the factors to your weapon of choice.

Course you could always calculate "All the factors" in the field depending on the direction you are shooting. Armed with a good compass and taking into account declination, spin drift etc. Your game animal may be in the next state by the time you shoot but what the heck at least you will have all the correct data.

baaa haaa haa, trouble maker. I tend to load my data in the computer at first light and while in the field I double check it. Then if a firing solution is needed it is much quicker and simpler. Of course I have my chart as well, for known elevation. Correct me if I am wrong but if your properly load your data it is not that time consuming to get a good solution. For me I have data perimeters loaded in with the variables being range, slope, absolute baro, temp, wind speed, wind direction, and CE. I can load absolute first thing at the hunting site, as well as temperature. That leaves range, slope, wind, CE. I can get range and slope from the Leica with a press of 2 buttons. The rest hardest part is CE. Lat is already loaded. so I need 1 numbers, compas direction, that I would not normally input if CE was not accounted for, correct? When in the field I time myself for practicality sake. It does take a little time for sure, but I guess after all if you are shooting a 1000 yards it is about the shot and not the hunt so it better be a good one.
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  #13  
Old 10-18-2013, 06:10 PM
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Re: drop of bullet at 1000 yds

Quote:
Originally Posted by wbm View Post
We are talking about "shooting at game" here right?

Well as long as you are going to figure out "All the factors" don't forget powder position sensitivity. That can be a real biggie too.

Just a guess on my part but once you zero your weapon at 1000 yards, fire for effect and hit the x-ring, game animal, or enemy combatant (if you are firing a 155 for example) you probably have or wittingly or unwittingly properly applied all the factors to your weapon of choice.

Course you could always calculate "All the factors" in the field depending on the direction you are shooting. Armed with a good compass and taking into account declination, spin drift etc. Your game animal may be in the next state by the time you shoot but what the heck at least you will have all the correct data.
So you're saying don't worry about having all the correct data because your game might be in the next state? Your not going to bother applying spin drift and coriolis that would account for 10 inches of drift @ 1000yds because you're in a hurry? That's a good way to end up with a gut shot animal or complete miss which would be no better than not shooting at all.
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  #14  
Old 10-18-2013, 07:03 PM
wbm wbm is offline
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Re: drop of bullet at 1000 yds

I don't think you read with understanding to well. You sight in your rifle before you hunt. You don't sit and try to account for spin drift and which direction you are shooting before you shoot at your game....well at least I don't.

Let me put it another way. How many times have you ever heard "Oh hell I blew the shot of a lifetime because I set my scope to shoot West and the deer was to the East. Forgot to reset my scope to account for spin drift variance. "
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