Ballistics Engine
A high-performance ballistics trajectory calculation engine with comprehensive physics modeling, automatic zeroing, and statistical analysis capabilities.
Features
- 4DOF Trajectory Integration - Four degrees of freedom ballistic modeling (3D position + time)
- Advanced Drag Models - Support for G1, G7, and custom drag curves with transonic corrections
- Automatic Zeroing - Calculate sight adjustments and apply zero angles automatically
- Unit Conversion - Seamless switching between Imperial (default) and Metric units
- BC Segmentation - Velocity-dependent ballistic coefficient modeling
- Cluster-Based BC Degradation - ML-based BC adjustments for different projectile types
- Atmospheric Modeling - Temperature, pressure, humidity, and altitude effects
- Wind Effects - 3D wind calculations with shear modeling
- Monte Carlo Simulations - Statistical analysis with parameter uncertainties
- BC Estimation - Estimate ballistic coefficients from trajectory data
- Advanced Physics - Magnus effect, spin drift, Coriolis, and more
- Multiple Output Formats - JSON, CSV, and formatted tables
Installation
From Source
The binary will be at: target/release/ballistics
Quick Start
Basic Trajectory (Imperial Units - Default)
# .308 Winchester, 168gr bullet at 2700 fps
# With automatic zeroing at 200 yards
Metric Units
# Same bullet in metric units
Unit Systems
The engine supports two unit systems, selectable with the --units flag:
Imperial (Default)
- Velocity: feet per second (fps)
- Mass: grains
- Distance: yards
- Diameter: inches
- Temperature: Fahrenheit
- Pressure: inHg
- Wind: mph
Metric
- Velocity: meters per second (m/s)
- Mass: grams
- Distance: meters
- Diameter: millimeters
- Temperature: Celsius
- Pressure: hPa (millibars)
- Wind: m/s
Commands
Trajectory Calculation
Calculate ballistic trajectory with environmental conditions:
# Imperial units (default)
Auto-Zero Feature
Automatically calculate and apply the zero angle for a specific distance:
# Zero at 200 yards and show trajectory to 500 yards
# Custom sight height for auto-zero
Advanced BC Modeling
Enable velocity-dependent BC modeling for more accurate long-range predictions:
# Enable BC segmentation (velocity-based BC changes)
# Enable cluster-based BC (automatic bullet classification)
# Manual cluster selection (0-3)
Cluster Types:
- 0: Standard Long-Range (308 Match, similar)
- 1: Low-Drag Specialty (6.5mm high-BC, VLD bullets)
- 2: Light Varmint (223 55gr, light fast bullets)
- 3: Heavy Magnums (338 Lapua, 50 BMG)
Zero Calculation
Calculate the sight adjustment needed to zero at a specific distance:
# Calculate zero for 200 yards
# With custom sight height (default is 0.05 yards / 1.8 inches)
# Metric example
Output includes:
- Zero angle in degrees
- Adjustment in MOA (Minutes of Angle)
- Adjustment in mrad (milliradians)
- Maximum ordinate (highest point of trajectory)
Monte Carlo Simulation
Run statistical analysis with parameter variations:
BC Estimation
Estimate ballistic coefficient from observed trajectory data:
Output Formats
All commands support three output formats via the -o flag:
- table (default) - Formatted ASCII table for terminal display
- json - Complete data in JSON format for programmatic use
- csv - Comma-separated values for spreadsheet analysis
Practical Examples
Hunting Zero
Zero a hunting rifle at 200 yards with environmental conditions:
# Calculate zero angle
# Verify trajectory with auto-zero
Long Range Shooting
Analyze trajectory for 1000-yard shot:
Load Development
Compare different loads using Monte Carlo:
# Load 1: Higher velocity, more variation
# Load 2: Lower velocity, more consistent
Advanced Features
BC Segmentation
Velocity-dependent BC modeling accounts for how ballistic coefficient changes as the bullet slows down. Enable with --use-bc-segments:
- Automatically estimates BC segments based on bullet characteristics
- No external data required - uses caliber, weight, and BC
- Identifies bullet type (Match, Hunting, VLD, etc.) from parameters
- Applies physics-based BC degradation curves
Example:
Cluster-Based BC Degradation
Machine learning-based clustering for realistic BC modeling. Enable with --use-cluster-bc:
Automatic Classification - The system analyzes your bullet parameters and assigns it to one of four clusters:
| Cluster | Type | Example Bullets | BC Retention |
|---|---|---|---|
| 0 | Standard Long-Range | .308 168gr Match, .30-06 | Good (98% at muzzle, 80% at 1000 fps) |
| 1 | Low-Drag Specialty | 6.5mm 140gr VLD, 6mm BR | Excellent (99% at muzzle, 74% at 1000 fps) |
| 2 | Light Varmint | .223 55gr, .204 Ruger | Poor (96% at muzzle, 55% at 1000 fps) |
| 3 | Heavy Magnums | .338 300gr, .50 BMG | Moderate (94% at muzzle, 81% at 1000 fps) |
Manual Override - Use --bullet-cluster <0-3> to force a specific cluster.
The clustering uses normalized Euclidean distance in 3D space (caliber, weight, BC) with pre-computed centroids from ballistic data analysis.
Advanced Physics Modeling
When enabled, the engine calculates:
- Magnus Effect - Side force from spinning projectiles
- Spin Drift - Lateral drift due to gyroscopic effects
- Coriolis Effect - Earth rotation effects (with latitude input)
- Transonic Drag - Enhanced drag modeling in transonic regime
- Reynolds Number Corrections - Viscous effects at low velocities
Building from Source
Requirements
- Rust 1.70 or later
- Cargo build system
Build Commands
# Debug build
# Release build (optimized)
# Run tests
# Build documentation
Library Usage
Use as a Rust library in your own projects:
use ;
Performance
Optimized Rust implementation provides:
- Single trajectory (1000m): ~5ms
- Monte Carlo (1000 runs): ~500ms
- BC estimation: ~50ms
- Zero calculation: ~10ms
Common Ballistic Coefficients
| Caliber | Weight | BC (G1) | BC (G7) | Description |
|---|---|---|---|---|
| .223 | 55gr | 0.250 | - | FMJ |
| .223 | 77gr | 0.362 | 0.182 | Match |
| .308 | 168gr | 0.475 | 0.224 | Match |
| .308 | 175gr | 0.505 | 0.253 | Match |
| .308 | 180gr | 0.480 | - | Hunting |
| .338 | 300gr | 0.768 | 0.383 | Match |
| 6.5mm | 140gr | 0.620 | 0.310 | Match |
| .50 | 750gr | 1.050 | 0.520 | Match |
Troubleshooting
Trajectory hits ground early
- Check if you're using
--auto-zeroor setting--anglemanually - Default angle is 0° (horizontal), which will hit ground quickly
- Use
--auto-zero <distance>to automatically calculate proper angle
Units confusion
- Default is Imperial (fps, grains, yards)
- Use
--units metricfor metric system - All inputs must match the selected unit system
Unexpected BC behavior
- G1 and G7 models have different BC values for same bullet
- G7 typically better for boat-tail bullets
- BC segmentation automatically applied based on bullet type
Contributing
Contributions are welcome! Please:
- Fork the repository
- Create a feature branch
- Add tests for new features
- Run
cargo testandcargo fmt - Submit a pull request
License
This project is licensed under the MIT License - see LICENSE file for details.
Acknowledgments
- Ballistics physics based on Robert McCoy's "Modern Exterior Ballistics"
- Drag tables from military ballistics research
- BC segmentation algorithms from Bryan Litz's research
- Community contributions and testing
Support
For issues, questions, or contributions:
- GitHub Issues: github.com/ajokela/ballistics-engine/issues