public MissileAccelerationData CalculateMissileAcceleration(int targetRange, int burnDuration, int acceleration, AimAdjustment aimAdjustment, float roc)
        {
            int tableColumn;
            float totalPositionAdjustment = _missilePositionAdjustmentTable.GetTotalMissileAdjustment(burnDuration, acceleration, aimAdjustment, out tableColumn);

            var result = new MissileAccelerationData
            {
                TotalAcceleration = roc * burnDuration,
                TotalPositionAdjustment = totalPositionAdjustment,
                TableColumn = tableColumn,
                TargetRange = targetRange,
                BurnDuration = burnDuration,
                ValidLaunch = true
            };

            result.BurnDistance = result.TotalAcceleration - result.TotalPositionAdjustment;
            float nextRange = targetRange - result.BurnDistance;

            if (nextRange <= 0)
            {
                result.ValidLaunch = false;
                return result;
            }

            // Filling acceleration data per impulse.
            for (int i = 0; i < burnDuration; i++)
            {
                var currentImpulse = new MissileAccelerationImpulse
                {
                    PositionAdjustment = _missilePositionAdjustmentTable.GetSegmentMissileAdjustment(i + 1, acceleration, aimAdjustment),
                    Range = nextRange
                };

                result.ImpulseData.Add(currentImpulse);

                nextRange = nextRange + roc - currentImpulse.PositionAdjustment;
            }

            if (Math.Abs(nextRange - targetRange) > 0.3f)
            {
                throw new ArithmeticException(string.Format("After computing missile acceleration info, couldn't reach target range at launch ({0}). Final range = {1}",
                                              targetRange, nextRange));
            }

            return result;
        }
 public AccelerationImpulse(MissileAccelerationImpulse accelerationImpulse, float roc)
 {
     Range = accelerationImpulse.Range;
     PositionAdjustment = accelerationImpulse.PositionAdjustment;
     RoC = roc;
 }