A Brief Tutorial
How to Get the
Most out of this Software
This software
incorporates a set of tools for the shooter to
wring the most out of his equipment and to
maximize the chances of a cold-bore, first round
hit on target. To use the tools requires a
certain level of competence and effort. If the
shooter either does not have the level of
knowledge necessary to engage this software or
does not want to expend the effort necessary to
develop the data necessary to create useful and
meaningful trajectory output, then he will not
be able to get the most out of his software
investment.
Preparing to Use this Program: The Three
Important Steps
Calibrating the Scope
- The only way a shooter knows how much his
bullet actually drops over distance is by using
the elevation turret of his scope to tell him
how much elevation was required for the shot.
What if the turret isn’t accurate? What if the
click value of the scope isn’t what the
manufacturer says it is? What if the click value
is off by 4%, 7% or even 10%? For example, a
Leupold Mk V, M3 is advertised to have a 1 MOA
per click turret. A shooter who is shooting the
.308 Win cartridge may find that it takes 42
clicks from a 100 yard zero to be on target at
1000 yards shooting M118LR ammunition and would
therefore assume that for the conditions at
hand, the bullet drops 42 MOA at 1000 yards and
any computer program that forecasts a different
theoretical result is simply wrong. After all,
one doesn’t argue with reality.
If the shooter were to
put on another scope on the same rifle, he would
expect to dial in 42 MOA and be right on target.
That may or may not be the result, however,
because it is not necessarily the case that the
turrets on the scopes are moving the reticle the
same amount - on scope one, the turret says 42
MOA but in reality it may have moved the reticle
only 40.7 MOA; on the second scope the turret
says 42 MOA, but it may have moved the reticle
42.9 MOA. Just because the manufacturer says
that a given turn of the turret moves the
reticle a given amount on the target is NO
assurance that it in fact does. The shooter
needs to check. This is the essence of scope
calibration.
The first thing any
long range shooter must do is to calibrate his
scope to determine exactly how much the reticle
moves with each click of the turret and NOT to
take the manufacturers word for it. The desktop
program allows the user to print out five sheets
of 8½ X 11 paper, each with chart lines printed
thereon. Assemble the five sheets in order on a
cardboard backing of some sort and place the
chart at 100 yards or meters. (If the desktop
program is not available, just take a long sheet
of paper about 45 inches long, put a visible
mark at the top and one at the bottom. Use the
top mark as the starting point and move the
reticle to the bottom mark.) Fix the rifle in a
vise or with sandbags, dial the scope to zero,
align the horizontal element of the reticle at
the "0" (or top) line on the chart and then dial
in 40 or so MOA and watch the reticle move down
the chart. Keep track of the number of clicks of
the turret and note the line number on the
chart. Do this a few times to assure an accurate
measurement. Now that the number of clicks has
been recorded for a known distance of travel,
double check the distance traveled on the chart
by measuring the distance on the chart with a
tape measure. Then use this data to compute the
ACTUAL click value of the users scope. The
program has a computation dialog box for this
purpose and requires as inputs the actual and
accurate range at which the measurements were
taken, the number of clicks of the scope, and
the corresponding distance the reticle moved on
the chart or target. Once the user knows the
actual click value of his scope, he can use this
value 1) to compute the actual drop of the
bullet at range; and, 2) use this value to
compute the exact turret setting for any firing
solution computed by the software. This value is
used in the Turret Profile so the program can
accurately calculate a turret setting for any
given drop.
In obtaining this data
it is important that the shooter accurately
measure the actual distance between the scope at
its turret and the face of the target. Either
use a good rangefinder (one that has an error
factor of under a yard) or a tape measure.
Errors in distance will have a definite effect
on the calculations. You only have to do this
once for each scope, so do it carefully.
Obtaining Muzzle
Velocity
– Any ballistics program, this one included,
must have the muzzle velocity of the bullet for
each cartridge used by the shooter. But the
velocity of the bullet measured 15 feet away
from the muzzle, i.e., where the chronograph is
located, is not the muzzle velocity. The program
has a dialog box to help the user calculate what
the actual bullet velocity at the muzzle was
given the measured velocity at the chronograph.
Further, it is necessary that when the
chronograph data is collected the shooter also
notes the air temperature at the time. Why?
Because when shooting the same cartridges later
the temperature may not be the same which means
that the powder temperature will not be the same
which means that the muzzle velocity will not be
the same. By noting the temperature that existed
at the time the chronograph data was obtained,
the shooter can input that data in a Bullet
Profile and allow the program to correct the
muzzle velocity for temperature. Therefore, with
the actual muzzle velocity computed at a known
powder temperature, the shooter can be assured
that the proper muzzle velocity will be used by
the program when computing a firing solution in
the field.
Computing the DK
- Most all ballistic
programs will compute a trajectory based upon
muzzle velocity, bullet configuration (i.e., the
ballistic coefficient), and atmospheric
conditions. This program uses the same data.
But, this program also calibrates or customizes
the trajectory to the cartridge/rifle/shooter.
Bullets from different manufacturers differ
slightly in shape and even though they may have
similar ballistic coefficients, the rate at
which they decelerate can be very different. The
manner in which a shooter manages his rifle,
i.e., the interface between shooter and rifle,
differs from shooter to shooter, rifle to rifle.
This is one reason why two shooters who shoot
the same rifle using the same ammunition can
have bullet groups located at two different
spots on the target. To have truly accurate
trajectory computations, it is necessary to
tailor the trajectory computation to the
cartridge/rifle/shooter system and this program
allows the user to do that.
The user must determine
the actual bullet drop at sufficient range but
where the bullet is sill supersonic but at a
point where the bullet has experienced
significant drop. This range will differ
depending upon the bullet in question but it is
suggested that the user find a range where the
bullet is moving between 1200 to 1400 fps. The
following is an example of how to go about
computing a DK. Let us suppose that a shooter is attempting
calibrate the trajectory for a 190 gr. Berger VLD which he uses in a 300 Win. Mag..
He chooses to measure the bullet’s drop
at the 1000 yard range believing the bullet to
be well above the speed of sound at that range.
He uses the program to determine that under the
conditions present at the range during this
test, the bullet's velocity at 1000 yards is
approximately 1435 fps. That is close enough.
The shooter records the atmospheric data (air
temperature, humidity and pressure) and takes
three to five well aimed shots. He records that
his scope (which he has calibrated as described
above) used 27.384 MOA to get the bullet on target with a
200 yard zero and that the program predicts a
27.4 MOA bullet drop. Upon studying the targets, he
notes that the group is actually 6 inches below
point of aim, so in actuality the bullet drop
was 27.957 MOA (6 inches equals 0.573 MOA.
Add 0.573 to the actual MOA correction dialed by
the scope.) Using this data, the shooter
computes that bullet’s DK by inputting the data
in the DK computation dialog form supplied in
the program. For this bullet under the existing
atmospheric conditions, the program
computes a DK of 0.498. When the shooter uses
the same atmospheric data, muzzle velocity,
ballistic coefficient and DK to compute the
trajectory for that bullet, the program
correctly predicts a bullet drop of 28 MOA.
The trajectory has been calibrated for that
bullet/rifle/shooter system and as the whether
conditions change or muzzle velocity changes,
the program will still accurately compute
trajectories for that system as long as the
system does not change. This means that if the
shooter changes the manner in which he assembles
his cartridges, changes the powder, changes his
firing position, he needs to check the impact
points to make sure the DK is still valid. It is
a good idea to compute a DK for each cartridge
and rifle combination the shooter owns.
The default DK of 0.5
is a good place to start and many have found
that it suffices for all but the most demanding
work. If extreme accuracy at extreme ranges is
required, however, the user should take the time
to compute a custom DK.
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