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Calcimator

External Ballistics Calculator

Calculate bullet trajectory from muzzle velocity, ballistic coefficient, and environmental conditions. See drop, velocity, and energy at range.

About this calculator

This calculator models a bullet's flight path using a simplified exponential drag approximation: Muzzle Velocity decays with range at a rate set by the Ballistic Coefficient (G1), itself adjusted for Temperature and Altitude through their effect on air density (colder, lower-altitude air is denser and slows a bullet faster). From that decaying velocity it derives Time of Flight and the bullet's fall under gravity, then converts that raw drop into a trajectory relative to your line of sight -- the number a shooter actually needs -- by accounting for Sight Height (how far the scope sits above the bore) and the slight upward bore angle implied by your Zero Range, so the reported Drop at Target is calibrated to cross exactly zero at the range you zeroed for. Velocity at Target and Energy at Target follow the same decayed-velocity chain, with Bullet Weight entering only the energy calculation (E = v^2 x w / 450240) and having no effect on velocity or drop in this simplified model, since the drag model here is driven entirely by the Ballistic Coefficient rather than bullet mass directly.

Both Muzzle Velocity and Ballistic Coefficient meaningfully flatten the trajectory -- raising either one reduces how far the bullet falls below your line of sight at a given Target Range -- while increasing Target Range itself always increases the magnitude of drop, for target ranges at or beyond your Zero Range (this calculator's Target Range input starts at 100 yds for that reason). Real trajectories briefly rise above the line of sight somewhere between the muzzle and the zero distance -- a genuine consequence of the slight upward bore angle needed to make the bullet's path cross the sight line at your declared Zero Range -- so drop is not a simple monotonic function of range over that closer stretch; this calculator reports figures for the zeroed-and-beyond portion of the trajectory where the relationship is well-behaved. This is a simplified flat-fire model, not a full 6-degree-of-freedom or even a true G1 drag-table solver: treat its numbers as a planning estimate to compare scenarios, not a substitute for a chronograph, a verified drag table, and a live zero confirmed on a range with your actual rifle and ammunition.

Inputs

fps
gr
yds
yds
in
°F
ft

Results

Drop at Target

-47.3 in

Velocity at Target2,415 fps
Energy at Target2,176 ft-lbs
Time of Flight0.58 s
Muzzle Energy2,822 ft-lbs
How to Use This Calculator
  1. Enter Muzzle Velocity, Ballistic Coefficient (G1), and Bullet Weight.
  2. Set Zero Range, Target Range, and Sight Height.
  3. Adjust Temperature, Altitude as needed.
  4. Review the Drop at Target (in) result.
  5. Use Velocity at Target (fps) and Energy at Target (ft-lbs) to inform your decision.

How the result changes with Target Range

Target RangeDrop at Target
250-7.2 in
375-22.6 in
750-128.1 in
1,250-437.2 in

What each input means

Muzzle Velocity
Bullet speed at the muzzle in feet per second.
Ballistic Coefficient (G1)
G1 ballistic coefficient from bullet manufacturer data.
Bullet Weight
Bullet weight in grains.
Zero Range
Distance at which the rifle is zeroed.
Target Range
Distance to the target. This calculator is calibrated for target ranges at or beyond your Zero Range -- inside the zero distance a bullet's path briefly rises above the line of sight, an effect this simplified model does not represent.
Sight Height
Height of scope center above bore center.
Temperature
Ambient temperature in Fahrenheit.
Altitude
Elevation above sea level.

How this is calculated

Worked example, using the default values

  1. Identify Input Parameters
    8 parameters
    Muzzle Velocity = 2750, Ballistic Coefficient (G1) = 0.45, Bullet Weight = 168, Zero Range = 100, Target Range = 500, Sight Height = 1.5, Temperature = 59, Altitude = 0 = 8 input(s) provided
  2. Calculate Drop at Target
    -47.3 = -47.3
  3. Calculate Velocity at Target
    2415 = 2415
  4. Calculate Energy at Target
    2176 = 2176

Engine last updated . Checked against 2 independently-derived tests — how we verify calculators. Built by Paul Gunder, a software engineer, not a licensed financial, medical, or legal professional.

Frequently Asked Questions

Why doesn't Bullet Weight affect Drop at Target or Velocity at Target?

This calculator's drag model derives velocity decay purely from the Ballistic Coefficient and air density, without a separate mass term -- real-world ballistic coefficients already fold a bullet's weight, diameter, and shape into a single number, which is why changing Bullet Weight here (holding Ballistic Coefficient fixed) doesn't move the trajectory. Bullet Weight only affects Energy at Target and Muzzle Energy, both of which are calculated directly from velocity squared times weight.

Why is Drop at Target exactly 0 when Target Range equals Zero Range, and why can't Target Range go below 100 yards?

Zero Range is the distance at which your scope's line of sight and the bullet's actual path are calibrated to intersect -- that's the definition of "zeroing" a rifle. This calculator solves for the bore's slight upward tilt needed to make that crossing happen at exactly your declared Zero Range, so Drop at Target is always 0 there by construction, not by coincidence. 100 yards -- this calculator's Target Range minimum, matching the lowest allowed Zero Range -- is also why: inside your actual Zero Range, a rifle's true path briefly rises above the line of sight before crossing back down to zero, real ballistic behavior caused by that same bore tilt, which would make Drop at Target rise and fall rather than fall steadily as Target Range increases. This calculator doesn't model that closer-in rise, so it only reports figures at or beyond the zero distance.

Why does raising Muzzle Velocity or Ballistic Coefficient reduce the drop?

Both a higher Muzzle Velocity and a higher Ballistic Coefficient mean the bullet retains more of its speed as it travels, which shortens Time of Flight to any given Target Range. Less time in flight means less time for gravity to pull the bullet down, so the trajectory stays flatter and Drop at Target shrinks in magnitude as either input increases, for the target ranges at or beyond your Zero Range that this calculator covers.

How do Temperature and Altitude change the trajectory?

Both adjust the modeled air density that the bullet has to push through: colder temperatures and lower altitudes mean denser air, which increases effective drag and slows the bullet faster, steepening the trajectory. Warmer temperatures and higher altitudes have the opposite effect, thinning the air and letting the bullet retain velocity -- and therefore a flatter path -- over a longer distance.

How accurate is this compared to a real ballistic solver?

This uses a simplified single-exponential drag approximation rather than a true G1/G7 drag-table lookup or a full physics simulation, so treat its trajectory, velocity, and energy figures as directional estimates for comparing scenarios (different calibers, zero distances, or conditions) rather than exact dial-in numbers. For an actual field zero, always confirm point of impact by shooting your specific rifle and load at the ranges that matter to you.

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