Two forces shape the flight: ordinary quadratic air drag opposing the shell's
own motion (sets the baseline range and time of flight), and a steady wind-drift
acceleration layered on top β the simulator's version of the article's
"assume constant wind, then x = WΒ·t" approximation. A crosswind's drift
accumulates sideways every step; a headwind/tailwind's drift shortens or
extends the range.
F_drag = βkΒ·|v|Β·v (opposes the shell's own velocity)
a_wind = k_w Β· v_wind(h) (steady wind push)
v_wind(h) = v_wind Β· (1 + Ξ±Β·h / h_ref) β gradient, if enabled
a = g + F_drag/m + a_wind
azimuth_correction β βatan2(deflection, range) β iterated, capped at Β±30Β°
- Launch angle / muzzle velocity β the barrel's elevation and the shell's initial speed.
- Crosswind β wind blowing across the firing line; deflects the shell sideways via drag coupling.
- Headwind / tailwind β wind along the line of fire; a headwind adds drag and shortens the range, a tailwind reduces drag and extends it.
- Wind gradient β real wind speeds up with altitude (less ground friction), so a shell climbing through its arc feels progressively stronger wind.
- Auto-correct β mimics a fire-control computer: it fires two silent trial shots, measures how far they land from the target line, and adjusts the aim azimuth before the real shot so the shell lands back on line despite the crosswind.