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FM/BG-607 · v1.03
Moving Targets: Calculation
- Code
- FM/BG-607
- Kind
- Guide
- Version
- v1.03 2yrs ago
- Views
- 1,773
- Platforms
- As its document
- Published by
- MSG mbaker5114 14 Jun 2024
- Last material change
- v2.00
72 words added, 18 words removed.
v1.02
Equation
To manually calculate horizontal hold for moving targets, we will need to know:
Target distance
Target speed
The time of flight for our bullet
(Target Speed / Distance) * Time of Flight * 1000 = Horizontal Lead in MRADs
Data Collection
Time of flight can be found in the ATragMX under the “RC” button in the top right of the screen or derived in an online ballistics program. As the ATragMX suite is not available in situations where manual ballistics are relevant, time of flight information should be recorded prior to operation start.
Human targets in Arma 3 only have a few predetermined movement speeds to utilize. Common speeds for human targets are listed below:
Movement Name Description Speed
Full Sprint Very fast run, weapon sways, head bobs significantly. 5.0 m/s
Running A moderate run, weapon sways, head remains stable. 3.9 m/s
Combat Pace (gun up) Fast walk, no appearance of running. Combat alert. 3 m/s
Combat Pace (gun down) A light jog, standard movement. 2.8 m/s
Walking (gun down) Relaxed walking, appearance of patrolling. 1.4 m/s
Walking (gun up) Very slow movement. Combat alert. 1.35 m/s
Calculation Example
Sgt McShooty is deployed as a Spotter (Manual) on a Honeybadger. He ranges a priority target at 800m, a shot that will have a time of flight of 1.5s. The target is moving in Combat Pace with his gun up.
(3 / 800m) * 1.5s * 1000 = 5.6 MRADs
Because target is moving from left to right, he tells his sniper to adjust 5.6 MRADs to the right, into the direction of travel.
Equation Limitations
Very accurate
Slow, for setting up or assembling dope
or when speeds will be known, such as with regular convoy movements
v1.03
Equation
To manually calculate horizontal hold for moving targets, we will need to know:
Target distance
Target speed
The time of flight for our bullet
(Target Speed / Distance) * Time of Flight * 1000 = Horizontal Lead in MRADs
Data Collection
Time of flight can be found in the ATragMX under the “RC” button in the top right of the screen or derived in an online ballistics program. As the ATragMX suite is not available in situations where manual ballistics are relevant, time of flight information should be recorded prior to operation start.
Human targets in Arma 3 only have a few predetermined movement speeds to utilize. Common speeds for human targets are listed below:
Movement Name Description Speed
Full Sprint Very fast run, weapon sways, head bobs significantly. 5.0 m/s
Running A moderate run, weapon sways, head remains stable. 3.9 m/s
Combat Pace (gun up) Fast walk, no appearance of running. Combat alert. 3 m/s
Combat Pace (gun down) A light jog, standard movement. 2.8 m/s
Walking (gun down) Relaxed walking, appearance of patrolling. 1.4 m/s
Walking (gun up) Very slow movement. Combat alert. 1.35 m/s
Calculation Example
Sgt McShooty is deployed as a Spotter (Manual) on a Honeybadger. He ranges a priority target at 800m, a shot that will have a time of flight of 1.5s. The target is moving in Combat Pace with his gun up.
(3 / 800m) * 1.5s * 1000 = 5.6 MRADs
Because target is moving from left to right, he tells his sniper to adjust 5.6 MRADs to the right, into the direction of travel.
Equation Limitations
Although this equation provides pinpoint accuracy for leading moving targets, working through the math will only be practical when sniper teams have the opportunity to prepare hold values for moving targets ahead of time, to be utilized when targets present themselves. It should also be noted that when the target speed is unknown, this method cannot be utilized.
When values for moving targets cannot be calculated ahead of time, use a method of deliberate estimation.
Equation
To manually calculate horizontal hold for moving targets, we will need to know:
Target distance
Target speed
The time of flight for our bullet
(Target Speed / Distance) * Time of Flight * 1000 = Horizontal Lead in MRADs
Data Collection
Time of flight can be found in the ATragMX under the “RC” button in the top right of the screen or derived in an online ballistics program. As the ATragMX suite is not available in situations where manual ballistics are relevant, time of flight information should be recorded prior to operation start.
Human targets in Arma 3 only have a few predetermined movement speeds to utilize. Common speeds for human targets are listed below:
Movement Name Description Speed
Full Sprint Very fast run, weapon sways, head bobs significantly. 5.0 m/s
Running A moderate run, weapon sways, head remains stable. 3.9 m/s
Combat Pace (gun up) Fast walk, no appearance of running. Combat alert. 3 m/s
Combat Pace (gun down) A light jog, standard movement. 2.8 m/s
Walking (gun down) Relaxed walking, appearance of patrolling. 1.4 m/s
Walking (gun up) Very slow movement. Combat alert. 1.35 m/s
Calculation Example
Sgt McShooty is deployed as a Spotter (Manual) on a Honeybadger. He ranges a priority target at 800m, a shot that will have a time of flight of 1.5s. The target is moving in Combat Pace with his gun up.
(3 / 800m) * 1.5s * 1000 = 5.6 MRADs
Because target is moving from left to right, he tells his sniper to adjust 5.6 MRADs to the right, into the direction of travel.
Equation Limitations
Very accurate
Slow, Although this equation provides pinpoint accuracy for setting up or assembling dope
or when speeds leading moving targets, working through the math will only be known, such as with regular convoy movements practical when sniper teams have the opportunity to prepare hold values for moving targets ahead of time, to be utilized when targets present themselves. It should also be noted that when the target speed is unknown, this method cannot be utilized.
When values for moving targets cannot be calculated ahead of time, use a method of deliberate estimation.
Where it appears
Lives in
FM/G80 Manual ballisticsOn role cards
On 2 role cards in 1 combat area.
By combat area
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Marksmanship
2 of 7