Exterior ballistics simulator

Ballistics Workbench

See where a bullet really goes. Choose any gun and ammunition, from .22 LR to .50 BMG, then change the barrel length, zero, wind and weather and watch the shot, the charts and the range card update instantly. Nothing to install and nothing to sign up for.

Display units
1Pick a gun and ammo in the panel on the left, or choose one from the library further down.
2Set the zero, range, wind and weather. Every slider updates the shot instantly.
3Read the results: the key numbers below, the animated flight, the charts and the printable range card.
Key numbers

Flight

Bullet path (side view; height is stretched so the arc is visible) Comparison load Line of sight (where you aim) Bullet near or below the speed of sound

Drop, drift, velocity and energy

How the shot changes with distance. Hover or touch a chart to read every value at that range.

What barrel length does

Swipe the table sideways for more columns.

Range card

How to read it: find the row for your target's distance. Dial up is how much to turn the scope's elevation turret (or hold over) in MOA or MIL. Wind is how much to hold or dial into the wind; the letter is the side the bullet lands on without a correction (L = left, R = right). Grey rows are below the speed of sound, where accuracy suffers.

Swipe the table sideways for more columns.

Reference library

Cartridges

Every round in the dataset, drawn to the same scale (ruler in inches). Click any load inside a card to send it to the simulator above.

Rifles, handguns and shotguns

Outline drawings to scale. Click a chambering to load that gun, its cartridge and its barrel length into the simulator above.

Plain-language guide

Glossary

Drop
How far below your line of sight the bullet is at a given distance. Gravity starts pulling the moment it leaves the barrel; the sights are tilted so it crosses your aim point at the zero range, then falls away beyond it.
Zero
The distance where the bullet hits exactly where you aim. Set with the Zero range slider; shown as the green dot on the flight view and the highlighted row in the range card.
Wind drift
How far a side wind pushes the bullet off line. It grows quickly with distance because the bullet slows down and spends longer in the wind.
MOA and MIL
The two units scope turrets click in. 1 MOA is about 1 inch at 100 yd (1.047 in). 1 MIL is 3.6 in at 100 yd (10 cm at 100 m). Both scale with distance, so a 10 MOA correction is 10 in at 100 yd and 50 in at 500 yd.
Ballistic coefficient (BC)
A single number for how well a bullet cuts through the air. Higher means it slows down less, drops less and drifts less. A BC is always quoted against a drag model, G1 or G7.
G1 and G7
Two standard bullet shapes used as yardsticks. G1 is short with a flat base; G7 is long with a tapered boat tail. Modern long-range bullets behave like G7, so a G7 BC predicts them more reliably across the whole flight.
Muzzle velocity and energy
Speed as the bullet leaves the barrel, and the energy it carries (½ × mass × speed²). Energy is what a bullet delivers on impact; hunters often look for a minimum at the target distance.
Supersonic, transonic, subsonic
Above about Mach 1.2 the bullet flies cleanly. Passing through the speed of sound (the transonic band, shaded on the charts) it becomes unsteady and the drag model is least accurate. Below Mach 1 it is subsonic.
Sight height
How far the scope sits above the barrel. Because the bullet starts that far below the line of sight, it crosses the line twice: once close in and once at the zero.
Twist
How fast the rifling spins the bullet: 1:8 means one turn every 8 inches. Faster twist stabilises longer, heavier bullets. Shown for information; it does not change these numbers.
Maximum ordinate
The highest point of the arc above the line of sight, and where it happens. With a long zero the bullet can be several inches high mid-way, which matters for small targets.
Range card
A table of the corrections you need at each distance. Shooters print one, tape it to the stock, and dial or hold whatever it says for the range they are shooting.
How the numbers are made

The model

Point-mass trajectory

The bullet is a point with mass, velocity and a drag coefficient that depends on Mach number. Each step integrates gravity and drag with a fourth-order Runge-Kutta scheme at 0.5 ms. Drag deceleration is a = 2.0855e-4 · (ρ/ρ₀) · Cd(M) · v² / BC in ft/s², the same form used by JBM and most commercial solvers.

Zeroing is solved first: the bore angle is found by secant iteration so the path crosses the line of sight at the zero range on flat ground with no wind. That angle is then fired on the chosen incline with wind.

G1 and G7

A ballistic coefficient compares the bullet to a standard projectile. G1 is a short flat-base shape, G7 a long boat-tail. A G7 BC stays nearly constant across the speed range for modern match and hunting bullets, so the solver uses G7 whenever the maker publishes one. Rimfire, round-nose and flat-base bullets are modelled on G1, which fits them better.

The Cd-versus-Mach tables are the public reference tables (as reproduced in the open-source py-ballisticcalc project).

Barrel length

Every catalogue velocity is quoted from a test barrel. The slider rescales it with the cartridge's measured fps-per-inch, curving the loss for short barrels (each inch cut from an already short barrel costs more) and damping gains beyond the reference length. Rimfire and pistol rounds that burn all their powder early (.22 LR peaks near 18 in, 9mm near 16 in) stay flat or slowly lose speed in longer barrels. Real rifles vary by ±50 fps from these figures.

Wind, weather and angle

Wind direction is where the wind comes from: 0° is a headwind, 90° is from the shooter's right (3 o'clock), 180° a tailwind. Drag acts on the bullet's velocity relative to the moving air, so head and tail winds also change drop slightly.

Air density is computed from temperature, pressure and humidity. Leave pressure blank to use the standard pressure for the altitude. BCs are quoted at ICAO standard (59 °F, 29.92 inHg, sea level), and thin air at altitude lowers drag.

Up or downhill shots use the full vector solution, so the bullet strikes high in both directions, as on the range.

Not modelled

  • Spin drift and the Coriolis effect (a few inches at 1000 yd for a .308).
  • Gyroscopic stability. Twist rates are shown but bullet length is not in the dataset.
  • Aerodynamic jump from crosswind, and vertical wind.
  • Velocity spread between shots.

The dataset is for education and comparison, not load development. Velocities and BCs are manufacturer figures.

Sources

Hornady, Federal, Winchester, Remington, Sierra, Nosler and Lapua ballistics tables; SAAMI and CIP pressure standards; US Army TM 43-0001-27 and Russian GRAU data for military ball; Ballistics by the Inch and Rifleshooter.com barrel cut-down studies; manufacturer rifle spec sheets.