DYI wrote:Example:
Gun using:
-1x12" chamber
-.3" porting barrel sealing piston valve with 2 ounce piston, 0.25" porting,
1ci pilot volume
-848.3 psi hydrogen at 80 degrees fahrenheit
-0.2401" x 72" barrel
-0.24", 0.2 gram projectile
Predicted muzzle velocity: 3 250 fps.
Predicted maximum range using drag coefficient of 0.4 (perfect sphere I believe): -1 feet
There must be some problem there.
OK, bug identified and fixed. A new version is up on the GGDT webpage for download.
Strictly speaking there wasn't really a bug... What was happening was you were shooting a fast projectile that was very light. Insane drag forces change things very quickly. I was using 0.01 s as the calculation interval for the range calculator. With your scenario.... Well, if the initial drag numbers were maintained for a full 0.01 s, the velocity is negative! That's how fast things are changing!
So I lowered the calculation interval to 0.001 s and everything's good.
edit: I should also point out that the range calculator isn't really intended for supersonic. I play some games tweaking the user-inputted Cd as the projectile goes through transonic and low supersonic regimes but they ARE kind of BSy. Truely supersonic projectiles DO require a more elaborate drag model than the one I've incorporated. So don't just take those results with a grain of salt, take them with an entire salt lick!