Esempio n. 1
0
        private static TrajectoryPoint[] Calculate(double bc, DragTableId id)
        {
            var dragTable = new MyDrag();

            var ammo = new Ammunition(
                weight: new Measurement <WeightUnit>(168, WeightUnit.Grain),
                ballisticCoefficient: new BallisticCoefficient(bc, id),
                muzzleVelocity: new Measurement <VelocityUnit>(555, VelocityUnit.MetersPerSecond),
                bulletDiameter: new Measurement <DistanceUnit>(0.224, DistanceUnit.Inch),
                bulletLength: new Measurement <DistanceUnit>(0.9, DistanceUnit.Inch));

            //define ACOG scope
            var sight = new Sight(
                sightHeight: new Measurement <DistanceUnit>(3.5, DistanceUnit.Inch),
                verticalClick: new Measurement <AngularUnit>(1.0 / 3.0, AngularUnit.InchesPer100Yards),
                horizontalClick: new Measurement <AngularUnit>(1.0 / 3.0, AngularUnit.InchesPer100Yards)
                );

            //M16 rifling
            var rifling = new Rifling(
                riflingStep: new Measurement <DistanceUnit>(12, DistanceUnit.Inch),
                direction: TwistDirection.Right);

            //standard 100 yard ACOG zeroing
            var zero = new ZeroingParameters(
                distance: new Measurement <DistanceUnit>(50, DistanceUnit.Yard),
                ammunition: null,
                atmosphere: null
                );

            //define rifle by sight, zeroing and rifling parameters
            var rifle = new Rifle(sight: sight, zero: zero, rifling: rifling);

            //define atmosphere
            var atmosphere = new Atmosphere(
                altitude: new Measurement <DistanceUnit>(0, DistanceUnit.Foot),
                pressure: new Measurement <PressureUnit>(29.92, PressureUnit.InchesOfMercury),
                pressureAtSeaLevel: false,
                temperature: new Measurement <TemperatureUnit>(59, TemperatureUnit.Fahrenheit),
                humidity: 0.78);

            var calc = new TrajectoryCalculator();

            //shot parameters
            var shot = new ShotParameters()
            {
                MaximumDistance = new Measurement <DistanceUnit>(2000, DistanceUnit.Meter),
                Step            = new Measurement <DistanceUnit>(100, DistanceUnit.Meter),
                //calculate sight angle for the specified zero distance
                SightAngle = calc.SightAngle(ammo, rifle, atmosphere, id == DragTableId.GC ? dragTable : null)
            };

            //calculate trajectory
            return(calc.Calculate(ammo, rifle, atmosphere, shot, null, id == DragTableId.GC ? dragTable : null));
        }
Esempio n. 2
0
        internal static TrajectoryPoint[] M193(bool hasWind, Measurement <DistanceUnit> step)
        {
            //define M193 projectile out of 20 inch barrel
            var ammo = new Ammunition(
                weight: new Measurement <WeightUnit>(55, WeightUnit.Grain),
                ballisticCoefficient: new BallisticCoefficient(0.202, DragTableId.G1),
                muzzleVelocity: new Measurement <VelocityUnit>(3240, VelocityUnit.FeetPerSecond),
                bulletDiameter: new Measurement <DistanceUnit>(0.224, DistanceUnit.Inch),
                bulletLength: new Measurement <DistanceUnit>(0.76, DistanceUnit.Inch));

            //define ACOG scope
            var sight = new Sight(
                sightHeight: new Measurement <DistanceUnit>(3.5, DistanceUnit.Inch),
                verticalClick: new Measurement <AngularUnit>(1.0 / 3.0, AngularUnit.InchesPer100Yards),
                horizontalClick: new Measurement <AngularUnit>(1.0 / 3.0, AngularUnit.InchesPer100Yards)
                );

            //M16 rifling
            var rifling = new Rifling(
                riflingStep: new Measurement <DistanceUnit>(12, DistanceUnit.Inch),
                direction: TwistDirection.Right);

            //standard 100 yard ACOG zeroing
            var zero = new ZeroingParameters(
                distance: new Measurement <DistanceUnit>(100, DistanceUnit.Yard),
                ammunition: null,
                atmosphere: null
                );

            //define rifle by sight, zeroing and rifling parameters
            var rifle = new Rifle(sight: sight, zero: zero, rifling: rifling);

            //define atmosphere
            var atmosphere = new Atmosphere(
                altitude: new Measurement <DistanceUnit>(0, DistanceUnit.Foot),
                pressure: new Measurement <PressureUnit>(29.92, PressureUnit.InchesOfMercury),
                pressureAtSeaLevel: false,
                temperature: new Measurement <TemperatureUnit>(59, TemperatureUnit.Fahrenheit),
                humidity: 0.78);

            var calc = new TrajectoryCalculator();

            //shot parameters
            var shot = new ShotParameters()
            {
                MaximumDistance = new Measurement <DistanceUnit>(1000, DistanceUnit.Yard),
                Step            = step,
                //calculate sight angle for the specified zero distance
                SightAngle = calc.SightAngle(ammo, rifle, atmosphere)
            };

            //define winds

            Wind[] wind = hasWind ? new Wind[2]
            {
                new Wind()
                {
                    Direction    = new Measurement <AngularUnit>(45, AngularUnit.Degree),
                    Velocity     = new Measurement <VelocityUnit>(10, VelocityUnit.MilesPerHour),
                    MaximumRange = new Measurement <DistanceUnit>(500, DistanceUnit.Yard),
                },
                new Wind()
                {
                    Direction = new Measurement <AngularUnit>(15, AngularUnit.Degree),
                    Velocity  = new Measurement <VelocityUnit>(5, VelocityUnit.MilesPerHour),
                }
            } : null;

            //calculate trajectory
            return(calc.Calculate(ammo, rifle, atmosphere, shot, wind));
        }