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Force Manual

The FM outlines our core skills, policies and guides to ensure every member stands ready for the mission ahead.

FM/BG-607 · v2.00

Moving Targets: Calculation

Code
FM/BG-607
Kind
Guide
Version
v2.00 2yrs ago
Views
1,776
Platforms
As its document
Published by
MSG mbaker5114 20 Jun 2024
Last material change
v2.00

You are reading v2.00, an earlier version. Read the current version

Moving Targets: Calculation

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 NameDescriptionSpeed
Full SprintVery fast run, weapon sways, head bobs significantly.5.0 m/s
RunningA 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

This equation only provides a pinpoint accurate solution for targets that are moving perfectly perpendicular to the shooter. When a target moves at an angle, its horizontal velocity is in effect decreased, meaning the listed values will overestimate the target lead. 

When targets do not move perpendicular to the shooter, decrease the output of this equation.

 

It should also be noted that although this equation provides great 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.

Where it appears

On role cards

On 2 role cards in 1 combat area.

By combat area