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Rifles, Reloading, Optics, Equipment
Rifles, Bullets, Barrels & Ballistics
wind drift based on drag
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<blockquote data-quote="Mikecr" data-source="post: 665739" data-attributes="member: 1521"><p>While I realize the wind drift rule of thumb works, I struggle to understand it.</p><p>It seems to work based on TOF rather than T-Lag. One contributing to the other but completely different in themselves.</p><p></p><p>I picture a boat traversing a river with a 10mph current. If it's velocity is held constant, while pointed a bit upstream, it travels in a line straight across.</p><p>If at any point it decelerates, its line of travel lags downstream. The greater the deceleration, the greater it drifts. This is how I take the T-Lag formula.</p><p></p><p>The constant speed boat requires added energy to arrive straight across because it's pointed a bit upstream and traveling upstream as needed to overcome losing ground. So it actually travels further in doing so, taking longer than it would take with no current. TOF</p><p></p><p>A 'bullet' boat launched from one side hard enough to reach the other side does not have added energy and decelerates the whole time.</p><p>That deceleration is greatest on launch due to all the extra drag in it(extra initial speed).</p><p>Based on the lag here, I would think MOST of the resultant drift as seen on arrival would have occurred back nearest the launch point.</p><p>With this, launching the boat faster, even reducing the overall time to cross, should cause more drift.</p><p>BUT;</p><p>Since this is apparently not how it works, I'm left to think that wind applies equally to an object that is decelerating, regardless of it's decelerating rate.</p><p>And since a bullet is decelerating(at any rate) the whole TOF, wind applies equally the whole TOF -or,, 'time of deceleration'.</p><p>So T-LAG and TOF cannot be taken with iterations as a decelerating rate, but a 'Time(or period) of Deceleration' overall.</p><p></p><p></p><p>I would think I just solved MY misunderstanding,, but if TOD = TOF then why isn't drift based on TOF? Why the term T-Lag? And why does it work?</p></blockquote><p></p>
[QUOTE="Mikecr, post: 665739, member: 1521"] While I realize the wind drift rule of thumb works, I struggle to understand it. It seems to work based on TOF rather than T-Lag. One contributing to the other but completely different in themselves. I picture a boat traversing a river with a 10mph current. If it's velocity is held constant, while pointed a bit upstream, it travels in a line straight across. If at any point it decelerates, its line of travel lags downstream. The greater the deceleration, the greater it drifts. This is how I take the T-Lag formula. The constant speed boat requires added energy to arrive straight across because it's pointed a bit upstream and traveling upstream as needed to overcome losing ground. So it actually travels further in doing so, taking longer than it would take with no current. TOF A 'bullet' boat launched from one side hard enough to reach the other side does not have added energy and decelerates the whole time. That deceleration is greatest on launch due to all the extra drag in it(extra initial speed). Based on the lag here, I would think MOST of the resultant drift as seen on arrival would have occurred back nearest the launch point. With this, launching the boat faster, even reducing the overall time to cross, should cause more drift. BUT; Since this is apparently not how it works, I'm left to think that wind applies equally to an object that is decelerating, regardless of it's decelerating rate. And since a bullet is decelerating(at any rate) the whole TOF, wind applies equally the whole TOF -or,, 'time of deceleration'. So T-LAG and TOF cannot be taken with iterations as a decelerating rate, but a 'Time(or period) of Deceleration' overall. I would think I just solved MY misunderstanding,, but if TOD = TOF then why isn't drift based on TOF? Why the term T-Lag? And why does it work? [/QUOTE]
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wind drift based on drag
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