Ballista

Guides · About

How we compute

Every number in a Ballista guide comes from one of two places: a trajectory solved for that article, or a published source named at the end of the article. We don’t round off someone else’s chart or repeat a number because it’s common on forums.

The solver

The worked examples are solved with the Ballista engine, the same ballistic core that runs inside the Ballista app. It’s a point-mass (3-DOF) trajectory model integrated step by step with fourth-order Runge–Kutta. It includes:

A point-mass model is what nearly every field ballistic calculator uses. It treats the bullet as a point that feels drag, gravity and wind, and adds spin effects from fitted models rather than simulating the bullet’s full rotation.

How the solver is checked

The engine ships with automated tests that run on every change:

The reference rifles

Two rifles run through most articles, so numbers can be compared between them. They’re the demonstration rifles in the Ballista app, so the app screenshots match the tables.

6.5 Creedmoor .308 Winchester
Bullet 140 gr match, G7 0.326 175 gr match, G7 0.243
Muzzle velocity 2,710 fps 2,600 fps
Sight height 1.6 in 1.75 in
Twist 1:8 in, right 1:10 in, right
Bullet length 1.389 in 1.240 in
Zero 100 yd 100 yd

Unless an article says otherwise, the air is the standard sea-level atmosphere (59°F, 29.92 inHg, dry), the rifle was zeroed in that same air, and there’s no wind. Spin drift and crosswind jump are included.

Units

Distances are in yards, velocities in feet per second, drop and drift in inches. Angular corrections are given in MIL (milliradians) and MOA (minutes of angle, 1.047 in at 100 yd), because scopes come in both.

Corrections

If you find an error, write to info@ballistacalc.com with the article and the number. We’ll check it against the solver and the sources, fix it, and note the change.