Same side-view cut as the 3D range: downrange distance x and height y under gravity, quadratic air drag and a per-round headwind/tailwind —
a = g + drag
g = (0, -9.81) m/s^2
drag = -0.5 * rho_air * Cd * A / m * |v_rel| * v_rel
v_rel = velocity relative to wind
The drag term is not a fixed constant here — it is recomputed from the water-volume slider. Balloon radius scales as the cube root of volume, so cross-section area A grows slower than mass m as the balloon gets bigger, which means a fuller balloon carries its momentum through drag and wind more easily than a small one, exactly like the 3D thrower's fill-level control. Landing position is scored against a bullseye target whose distance and per-round wind reroll on "New Target," same as picking a new target board in the 3D range.
- Aim angle / Throw power — sets the initial launch velocity vector.
- Water volume — sets balloon mass and radius, which together set the drag coefficient.
- Wind — a random per-round headwind/tailwind added to the drag calculation.