Ballistic Calculator – Bullet Energy, Velocity and Drop

Enter a bullet’s weight, its muzzle velocity and its ballistic coefficient, and this calculator flies the bullet downrange a foot at a time — real G1 drag, gravity and your zero worked in — to show its velocity, its energy and its path against your line of sight at every range in the table. An honest estimate, built to be checked: everything the model leaves out is listed on the page, in plain sight.

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The bullet and the setup

The ammunition maker’s published figure, or better, your own chronograph reading from your rifle.
Published by the bullet maker. Higher means sleeker — drag steals less speed. A typical hunting bullet sits between 0.30 and 0.50.
Centre of the sight above the centre of the bore. About 1.5 in on a scoped rifle.
Advanced options — table range and step

The advanced fields below are already included in the result with their default values — open Advanced options to change them.

The chips load published factory figures (Federal Power-Shok and Hornady V-MAX data) as starting points — ballistics data, never load data.

🔒 Everything is calculated in your browser — nothing you enter leaves your device.

What the bullet is doing

Muzzle energy — 150 gr at 2,800 fps
2,611.9 ft-lb
At 500 yd it still carries 1,028 ft-lb — 39% of the muzzle figure.

At the far end of the table

Velocity at 500 yd1,756 fps
Energy at 500 yd1,028 ft-lb
Path at 500 yd−58.5 in
Time of flight to 500 yd0.677 s

The short version

Zeroed at 100 yd, the bullet starts 1.5 in below your line of sight, crosses it exactly at the zero, and by 500 yd it has given up 37% of its speed and 61% of its energy, sitting −58.5 in below the line. The full flight is in the table below — take it to the range and true it against your own targets.

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Key Takeaways
  • The bullet is flown downrange a foot at a time with real G1 drag, gravity and your zero worked in — velocity, energy and path at every range in the table.
  • Energy in foot-pounds is weight in grains times velocity squared divided by 450,240 — kinetic energy in shooter-friendly units.
  • Path is signed against your line of sight: negative means below it at that range, and sight height and zero tilt the whole flight against that line.

See the arc — and the numbers

The curve is the bullet’s path against your line of sight (the dashed line), with the same flight set out range by range underneath. Path is signed: negative means the bullet is below the line of sight at that range.

+2 in −59 in 500 yd
Range (yd)Velocity (fps)Energy (ft-lb)Time (s)Path (in)
02,8002,6120.000−1.5
502,6832,3980.055−0.1
1002,5692,1990.1120.0
1502,4582,0120.172−1.2
2002,3491,8390.234−3.8
2502,2441,6770.299−8.0
3002,1401,5260.368−13.9
3502,0401,3870.440−21.7
4001,9431,2570.515−31.6
4501,8481,1380.594−43.8
5001,7561,0280.677−58.5

Path is measured from your line of sight. At the muzzle the path reads −1.5 in — the bullet starts one sight-height below the line you are looking along — and it reads exactly 0 at your zero range. Everything past the zero is the bullet falling away below the line.

What is not in these numbers

No wind — the biggest omission of all: a full solver puts a steady 10 mph crosswind at roughly 34 inches of drift at 500 yd for the .308 load on this page, more than many drop corrections. No spin drift, no Coriolis, no cant. The air is standard sea-level air at 59°F; thin mountain air would fly flatter. And one G1 coefficient is made to stand in for a bullet whose true drag shifts with speed, which matters most as a bullet slows through the speed of sound. Treat the table as a strong estimate: confirm the velocity with a chronograph, then shoot it at distance and true your holds to what the target says.

A trajectory in three steps

1

Describe the bullet

Weight in grains, muzzle velocity from the ammunition maker or your chronograph, and the G1 ballistic coefficient the bullet maker publishes. Those three fix how hard gravity and drag get to work.

2

Set the zero

Sight height and zero range describe your rifle, not the bullet. They tilt the whole flight against your line of sight, which is what turns plain drop into the path figures you actually hold or dial.

3

Read it range by range

Velocity, energy, flight time and path at every step of the table. Then take it to the range: the table gets you on paper, and your own targets make it true.

How the ballistic calculator works

Energy (ft-lb) = weight (gr) × velocity² ÷ 450,240

The constant is two times gravity times the 7,000 grains in a pound, folded into one number — kinetic energy, ½mv², in shooter-friendly units.

The energy on this page. A 150-grain bullet at 2,800 fps: 150 × 2,800² = 1,176,000,000, divided by 450,240 gives 2,611.9 ft-lb at the muzzle. Energy falls with the square of velocity, so it drains away much faster than speed does — by 500 yd the default bullet has shed 61 of its energy but only 37 of its speed, and still carries 1,028 ft-lb.

How drag is applied. Drag is the G1 model: a standard reference bullet’s drag curve, scaled by your bullet’s ballistic coefficient. The deceleration at any moment is CD(Mach) × velocity² × 0.000208551 ÷ BC, in feet per second squared. For the default bullet leaving at Mach 2.51, the table’s CD is about 0.539, so the air starts by braking it at roughly 2,215 ft/s² — about 69 times gravity — and eases off as speed falls. The page advances the bullet one foot at a time, re-reading the drag curve at each step, all the way to the end of the table.

Drop, done properly. Gravity pulls at 32.174 ft/s² for the whole flight, and drag acts along the flight path — so once the bullet noses downward, a slice of that drag pushes back up the slope. That is why the true fall is a little kinder than the schoolbook formula: at 500 yd the default bullet has fallen 76 in below the line of the bore, where a plain ½gt² with the same flight time would say about 89 in. Solvers and this page agree; the shortcut does not.

From drop to path. Nobody aims along the bore. Your sight sits 1.5 in above it and your zero tilts the flight so the bullet crosses the line of sight exactly at 100 yd. Path is the bullet’s height against that line: −1.5 in at the muzzle, 0 at the zero, and −58.5 in by 500 yd. That is the number a holdover or a turret click has to cancel.

How the numbers are rounded. Velocities and energies are rounded to whole numbers, path to a tenth of an inch and flight time to the thousandth of a second. Inside the steps nothing is rounded at all — the rounding you see is display only.

Going deeper

A ballistic coefficient is a comparison, not a property of the air. The G1 standard is a reference bullet from nineteenth-century French and German range work: one pound, one inch across, flat-based, with a blunt two-calibre curve to its point. A real bullet’s BC is its sectional density — weight divided by the square of its diameter — divided by a form factor that says how much more or less drag it makes than that old standard at the same speed. A BC of 0.398 means the drag that would act on the standard bullet is scaled so this one keeps its speed as if it were considerably denser than it is.

Two honest wrinkles follow. First, the published BC is an average over a band of speeds, while a real bullet’s drag match to the G1 curve shifts as it flies — worst of all as it slows through the speed of sound, where the G1 curve and a modern boat-tail part company. That is why long, sleek bullets are also published against the G7 standard, whose reference shape resembles them, and why the last word today is a measured drag curve for the individual bullet, taken on Doppler radar. Second, a BC printed on a box was measured with someone else’s barrel, powder lot and weather. Treat it as a very good starting figure, and let your own targets adjust it — a process shooters call truing.

Every input on this page is a small act of faith. Muzzle velocity changes with barrel length, temperature and the individual rifle — two rifles chambered alike can disagree by 50 fps or more, and at 500 yd that alone is worth a couple of inches of path. Published BCs are averages. The air at a mile of altitude is roughly a fifth thinner than the standard air assumed here, and thin air flattens a trajectory noticeably.

So the working method is: chronograph the load in your rifle, run the table, then shoot groups at real distances and compare the centres. If the bullet lands consistently high or low, adjust the velocity you feed the model first — it is the input most likely to be off — and only then nudge the BC. Done once, carefully, the trued table will hold up across conditions far better than any out-of-the-box figure, this page’s included. The estimate gets you on paper; the target tells the truth.

Four variations that teach the physics

The default flight — a 150-grain bullet at 2,800 fps with a G1 ballistic coefficient of 0.398, sight height 1.5 in, zeroed at 100 yd — arrives at 500 yd at 1,756 fps with 1,028 ft-lb of energy, a path of −58.5 in and a flight time of 0.677 s. Every figure in this section was produced by changing the stated field on this page and reading the result back. Each variation changes one input only, so each difference is that input’s own effect, isolated.

A heavier bullet, same speed. Raising the weight to 180 grains, with velocity and BC untouched, lifts muzzle energy from 2,611.9 ft-lb to 3,134.3 ft-lb — exactly the weight ratio, 180 over 150, because energy is proportional to weight at fixed velocity (180 × 2,800² ÷ 450,240 = 3,134.3). At 500 yd the heavier bullet still carries 1,233 ft-lb, against 1,028 ft-lb for the default, and the retained fraction is the same 39% in both cases: with the same BC and the same starting speed, drag treats both bullets alike, so the heavier one simply starts with more and keeps the same share of it. The real-world caution is that heavier bullets rarely keep the same velocity and BC — a real 180-grain load leaves slower, and often sleeker — so this comparison isolates weight’s arithmetic, not a catalogue choice. When you compare two real loads, change all three of weight, velocity and BC together, or you will credit weight with what velocity actually did.

A slower start. Dropping muzzle velocity to 2,600 fps, with weight and BC untouched, cuts muzzle energy from 2,611.9 ft-lb to 2,252.1 ft-lb — a 13.8% loss of energy from a 7.1% loss of speed, because energy follows the square of velocity (150 × 2,600² ÷ 450,240 = 2,252.1). At 500 yd the slower bullet retains 860 ft-lb, or 38% of its muzzle figure, against the default’s 1,028 ft-lb and 39%. Two lessons hide in that small gap. First, the slower bullet loses slightly more of its energy proportionally, because it spends longer in the air being dragged. Second, and more important for shooting, velocity is the input most likely to be wrong in real life: two rifles chambered alike can disagree by 50 fps or more, and the base page’s truing advice — adjust the velocity first when impacts disagree with the table — follows directly from how much leverage velocity has over every downrange number.

A sleeker bullet. Raising the BC from 0.398 to 0.500, with weight and velocity untouched, leaves muzzle energy exactly where it was at 2,611.9 ft-lb — the BC never enters the muzzle-energy formula — but transforms the far end: at 500 yd the sleeker bullet is still travelling at 1,946 fps (against 1,756 fps), carries 1,262 ft-lb (against 1,028 ft-lb, or 48% retained against 39%), sits at a path of −53.4 in (against −58.5 in) and arrives sooner, in 0.643 s against 0.677 s. That is the whole argument for sleek bullets in one comparison: the same launch, but less speed lost, less energy lost, less drop to correct and less time for wind to work on — though this page models no wind, so the last benefit is one you must take from a full solver. It is also why a published BC deserves scepticism in both directions: it is an average over a speed band, and as the bullet slows through the speed of sound its true drag match to the G1 curve shifts, most of all for modern boat-tails.

A farther zero. Moving the zero from 100 yd to 200 yd changes nothing about the bullet’s flight through the air and everything about how you read it: at 500 yd the velocity is still 1,756 fps, the energy still 1,028 ft-lb and the flight time still 0.677 s, but the path improves from −58.5 in to −49.1 in, because the line of sight is now tilted to meet the bullet farther out. That 9.4-inch difference is not a flatter trajectory — it is a different ruler. The zero describes your rifle, not your bullet, and choosing it is a trade: a farther zero buys a smaller correction at long range and pays for it with a higher mid-range arc, the bullet rising above the line of sight between muzzle and zero. Never compare two path figures struck from different zeros as if they described different bullets.

The variation table, at a glance

Each row changes one input from the default (150 gr, 2,800 fps, BC 0.398, zero 100 yd) and reports the 500 yd figures.

Variation (change from default)Muzzle energyVelocity at 500 ydEnergy at 500 ydPath at 500 ydFlight time
Default2,611.9 ft-lb1,756 fps1,028 ft-lb (39%)−58.5 in0.677 s
Weight 180 gr3,134.3 ft-lb—1,233 ft-lb (39%)——
Velocity 2,600 fps2,252.1 ft-lb—860 ft-lb (38%)——
BC 0.5002,611.9 ft-lb1,946 fps1,262 ft-lb (48%)−53.4 in0.643 s
Zero 200 yd2,611.9 ft-lb1,756 fps1,028 ft-lb (39%)−49.1 in0.677 s

Dashes mark figures not cited for that row, not figures that did not change: the weight and velocity rows were verified on muzzle energy and 500 yd energy, the figures that carry those rows’ arguments. The pattern to carry away is which column each input moves. Weight moves the energy column. Velocity moves every column, through the square law. BC moves everything downrange but nothing at the muzzle. Zero moves only the path column. A table that disagrees with your targets can usually be diagnosed by which column is wrong — and that diagnosis tells you which input to true first.

Reading the table like a shooter

Start with the shape, not the far end. The default table’s path column tells a story that the 500 yd figure alone cannot: −1.5 in at the muzzle, −0.1 in at 50 yd, exactly 0.0 at the 100 yd zero, then −1.2 in at 150 yd, −3.8 in at 200 yd, −8.0 in at 250 yd, −13.9 in at 300 yd, −21.7 in at 350 yd, −31.6 in at 400 yd, −43.8 in at 450 yd and −58.5 in at 500 yd. The growth accelerates because the bullet is both falling and slowing: each successive 50 yd costs more drop than the one before. For holdover purposes, the useful numbers are the near ones — inside 200 yd the correction is under 4 inches, which many rifles can absorb inside ordinary aiming error, while beyond 300 yd the correction grows by roughly 8 to 15 inches per 50 yd and must be dialled or held deliberately. A shooter who only memorises the 500 yd figure will overcorrect near and undercorrect far.

Drop is not path, and the difference is the sight. The base page puts the default bullet’s true fall at 500 yd at 76 in below the line of the bore, against a path of −58.5 in below the line of sight. The 17.5-inch gap between those two numbers is the sight height and the zero tilt doing their work: the sight sits 1.5 in above the bore, and the flight is tilted so the bullet crosses the line of sight at 100 yd. Holdovers and turret clicks correct path, never drop, because path is measured from the line you actually aim along. The schoolbook shortcut — plain ½gt² with the same 0.677 s flight time, which would say about 89 in — overstates even the drop, because drag acts along the flight path and, once the bullet noses downward, a slice of that drag pushes back up the slope. Three numbers, three meanings: 89 in is the shortcut, 76 in is the drop, −58.5 in is the correction you actually apply.

Energy and speed tell different stories at distance. By 500 yd the default bullet has given up 37% of its speed but 61% of its energy, and that asymmetry is the square law again: energy falls with velocity squared, so every increment of speed lost costs more energy than the last. For judging what a bullet can still do downrange, energy is the figure that matters, and its faster decay is why a load that looks adequate at the muzzle can look thin at 500 yd. The velocity column matters differently: it governs flight time (0.677 s here), and flight time governs how long wind, gravity and your own wobble have to act. A table read for energy alone will flatter a slow, heavy bullet; a table read for velocity alone will flatter a fast, light one. Read both columns, and let the intended distance decide which one rules.

True the table before trusting it. The base page’s method is the right one and bears repeating in full: chronograph the load in your own rifle, run the table on that measured velocity, then shoot groups at real distances and compare the centres. If the bullet lands consistently high or low, adjust the velocity you feed the model first — it is the input most likely to be off, since published velocities come from someone else’s barrel, powder lot and weather — and only then nudge the BC. Altitude is the next suspect: the air at a mile of altitude is roughly a fifth thinner than the standard sea-level air assumed here, and thin air flies flatter, so a table trued at sea level will shoot high in the mountains. Done once, carefully, the trued table holds up across conditions far better than any out-of-the-box figure, this page’s included.

Know what is missing before the shot that matters. This page models drag, gravity and your zero in still, standard sea-level air at 59°F. It does not model wind — the biggest omission of all, with a steady 10 mph crosswind moving the .308 load roughly 34 inches sideways at 500 yd according to full solvers, more than many drop corrections — nor spin drift, Coriolis, cant, or the shift in true drag as a bullet slows through the speed of sound. Use this page for the vertical story, and a full solver plus your own shooting for the rest. And this page contains no loading or handloading data and no advice on making ammunition: for that, use the ammunition and powder manufacturers’ published manuals and follow them exactly. A trajectory table, however well trued, is not a load manual.

Wind and altitude: the two conditions this page does not model

This calculator models a no-wind flight in standard sea-level air, at 59 degrees Fahrenheit, and both conditions are assumptions to leave behind in the field. Wind pushes the bullet sideways throughout its flight, and the drift grows with flight time, which grows with distance and with the bullet’s slowing: a ten-mile-per-hour crosswind that drifts a bullet a few inches at 200 yards drifts it a foot or more at 500, and the wind that matters is the wind along the whole flight path, not the wind at the shooter’s position. The calculator’s table is therefore a starting point, not a field prediction, and the field prediction requires a wind estimate, applied as a hold or a turret adjustment, with the knowledge that the estimate is uncertain. Wind reading is a skill that improves only with practice at known distances, and it is the dominant limit on long-range precision for most shooters.

Altitude, temperature, and pressure change the air itself. Thinner air, at altitude, on a hot day, or at low pressure, offers less drag, so the bullet retains velocity better, drops less, and drifts less. Denser air, at sea level, in the cold, or at high pressure, offers more drag, and the bullet arrives slower, lower, and further downwind. A rifle zeroed at sea level and carried to altitude will shoot high at distance, because the bullet drops less in the thinner air, and the shooter who does not expect that will miss high. The companion guide on effective range explains the determinants in full, including the size of the altitude effect at long range. The practical handling is to compute the flight in the air that will actually be flown through, using the altitude, temperature, and pressure inputs, and to re-confirm the zero when the air changes materially.

The G1 model’s limits: one coefficient, and the transonic problem

This calculator integrates the flight a foot at a time with the G1 drag model, using a single ballistic coefficient, and the single coefficient is an approximation that grows less accurate as the bullet slows. Drag behaviour changes sharply as a bullet slows through the transonic region, around the speed of sound, where the shock waves weaken and the drag coefficient rises, and a coefficient measured at high velocity does not describe the bullet’s drag at low velocity. For shots that end well supersonic, the error is small. For shots that end near or below the speed of sound, the error grows, and the point of impact the table predicts should be treated as approximate and confirmed by shooting. The companion guide on ballistic coefficients explains why banded coefficients and measured drag curves are more honest than a single number, and why G1 and G7 figures cannot be compared directly.

The G1 model itself is the older of the two standard models, built around a flat-base spitzer projectile, and it matches modern boat-tail bullets less well than the G7 model does. The calculator uses G1, so the coefficient entered should be the G1 coefficient for the bullet, and entering a G7 value understates the bullet’s performance by roughly half. The manufacturer’s data, for the specific bullet weight and design, stating its model and its velocity band, is the source for the coefficient, and the table the calculator produces should be compared with the manufacturer’s ballistic table for the same bullet and conditions, and confirmed on the range at two or three distances, before it is trusted. Compute, then confirm, then trust: the order matters, and the range is the verification tool the calculation cannot replace.

Frequently asked questions

What does a ballistic calculator work out?

Given a bullet’s weight, its muzzle velocity and its ballistic coefficient, plus your sight height and zero range, it predicts the flight: velocity, energy and time of flight at each range, and the bullet’s path against your line of sight. This one integrates the flight a foot at a time with the G1 drag model, so the numbers in the table are one connected flight, not a chain of guesses — for the default bullet, 1,756 fps and 1,028 ft-lb remaining at 500 yd.

How is bullet energy calculated?

With kinetic energy in imperial dress: energy in foot-pounds equals bullet weight in grains times velocity in feet per second squared, divided by 450,240. The divisor is just 2 × gravity × the 7,000 grains in a pound folded together. A 150-grain bullet at 2,800 fps gives 150 × 2,800² ÷ 450,240 = 2,611.9 ft-lb. Because velocity is squared, energy falls away much faster than speed: halve the velocity and only a quarter of the energy remains.

What is a ballistic coefficient?

It is the measure of how well a bullet resists being slowed by the air, expressed as a comparison with a standard reference bullet. This page uses the G1 standard: the coefficient combines the bullet’s sectional density with a form factor for its shape. Higher is sleeker — a long match bullet at 0.55 or more keeps its speed far better than a blunt one at 0.20. You will find the figure on the bullet maker’s page for the exact bullet; it is an average over a speed band, so treat it as a strong starting point rather than a constant of nature.

What is the difference between drop and path?

Drop is how far the bullet has fallen below the line of the bore — gravity’s raw work, 76 in at 500 yd for the bullet on this page. Path is how far it sits from your line of sight, which is the line you actually aim along. The sight sits above the bore and the zero tilts the flight, so path starts at −1.5 in at the muzzle, crosses zero exactly at your zero range, and only then grows into the big negative numbers — −58.5 in at 500 yd here. Holdovers and turret clicks correct path, not drop.

Does this calculator include wind, spin drift or Coriolis?

No — and the omission that matters is wind. This page models drag, gravity and your zero in still, standard sea-level air. A steady 10 mph crosswind moves the .308 load above roughly 34 inches sideways at 500 yd according to full solvers — more than many drop corrections — and no table that ignores wind should be trusted for a shot where sideways matters. Spin drift and the Coriolis effect are real but small at the ranges in this table, typically an inch or two at the far end; altitude and temperature change the air itself and matter sooner. Use this page for the vertical story, and a full solver plus your own shooting for the rest.

How accurate is this calculator?

The engine was checked against published factory trajectory tables before this page shipped: on the .308 Winchester load in the chips it lands on the published figures exactly — 1,540 fps remaining and a path of −14.8 in at 300 yd — and it tracks the same published tables on the .223 and 6.5 Creedmoor loads too. That makes it a strong estimate, not a promise: your rifle’s true muzzle velocity, your altitude and your bullet’s real drag all move the answer. Chronograph the load, shoot it at distance, and true the numbers to your targets.

Does a heavier bullet always hit harder at distance?

At the same velocity and BC, yes — and the arithmetic is exact. A 180-grain bullet at 2,800 fps starts at 3,134.3 ft-lb against 2,611.9 ft-lb for the 150-grain default, and at 500 yd it still carries 1,233 ft-lb against 1,028 ft-lb, the same 39% retained in both cases. But real heavier loads rarely keep the same velocity or BC: they usually leave slower, and often sleeker. So compare real loads by changing all three inputs together on this page, not by crediting weight with what velocity actually did.

Why does energy fall faster than speed?

Because energy follows the square of velocity: energy equals weight times velocity squared, divided by 450,240. Halve the velocity and only a quarter of the energy remains. That is why the default bullet gives up 37% of its speed but 61% of its energy by 500 yd, and why a modest velocity loss costs so much downrange energy — dropping from 2,800 fps to 2,600 fps, a 7.1% speed loss, cuts muzzle energy by 13.8%, from 2,611.9 ft-lb to 2,252.1 ft-lb.

What does changing the zero actually change?

Only the path column. Moving the zero from 100 yd to 200 yd leaves the 500 yd velocity (1,756 fps), energy (1,028 ft-lb) and flight time (0.677 s) exactly unchanged, but improves the 500 yd path from −58.5 in to −49.1 in, because the line of sight is tilted to meet the bullet farther out. The zero describes your rifle, not your bullet — so never compare two path figures struck from different zeros as if they described different bullets.

Can I trust this table at 1,000 yards?

Only as a starting point, and with more caution than at 500 yd. The page will run the table out to 1,000 yd, but three of its simplifications bite harder with distance: a single G1 coefficient stands in for a drag curve that truly shifts with speed, most of all through the speed of sound; the standard sea-level air at 59°F is further from mountain air; and wind, which this page does not model at all, dominates the sideways story at long range. Chronograph the load, shoot it at distance, and true the table — and use a full solver for any shot where the sideways error matters.

Does altitude change bullet trajectory?

Yes. Thinner air at altitude offers less drag, so the bullet retains velocity better, drops less, and drifts less. A rifle zeroed at sea level and carried to altitude will shoot high at distance. Compute the flight in the air you will actually shoot in, and re-confirm the zero when the air changes materially.

What is the difference between G1 and G7 ballistic coefficients?

G1 and G7 describe the same bullet against different standard projectiles: G1 against a flat-base spitzer, G7 against a boat-tail with a seven-degree ogive. The same bullet has a G1 roughly twice its G7. The numbers are not comparable across models, so always check which model a quoted coefficient belongs to, and enter the G1 figure in this calculator.

How far can a rifle bullet travel?

A rifle bullet can travel for miles if fired at an angle, far beyond any effective range. Maximum range, the distance a bullet travels before it falls to the ground, is not effective range, and the two should never be confused. A bullet that arrives with no useful energy or precision has travelled, not performed.

A note on the numbers: every figure on this page is an estimate from the G1 drag model in standard sea-level air at 59°F, with no wind, spin drift or Coriolis effect, and a single ballistic coefficient standing in for a drag curve that truly varies with speed. Real trajectories differ with your rifle, your ammunition lot, your altitude and your weather. Confirm any table with a chronograph and by shooting at distance before relying on it. This page contains no loading or handloading data and no advice on making ammunition — for that, use the ammunition and powder manufacturers’ published manuals and follow them exactly. CalcFolk is independent and is not affiliated with any ammunition or firearms manufacturer.
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