Jan, working in the metric system has many advantages, so I did convert everything to that system first (see the Excel spreadsheet that was included in the previous post):
convert to metric velocity components height dropped 16600 ft 5059,68 m vx= 105,6596299 m/s velocity dropped 240 mph 107,2896 m/s vz= -18,63064352 m/s angle -10 degrees -0,174532925 rad
Then without air drag one can almost compute the distance where the engine hits the ground without any computers ... if one rounds off the numbers t^2=5000 *2 /10=1000, t=32s. Distance travelled=32*100=3200m The 10 degrees is taken in account (vx vz), but that does not changes the impact zone much.
More accurately, but still for the case of no airdrag, one has to solve an equation like z(t)=5059-18,6*t-0,5*9,81*t2
if you do that then
Z(t) z -5,50723E-06 m t 30,27447353 s
x(t) 3198,789668 m
What about air drag? I have made an estimate of what the ballistic coefficient (measure of drag) could be, put it into the computer program and got the table. I changed the values of the coefficient and looked at their effect. Then, convinced, I fixed the coefficient and presented the results in the previous post.
This is the educated guess, there could be some more drag, but there has to be a lot of drag before the engine hits the ground at 2km. If the motor started spinning then this might be the case. However, I think that it is very likely that you find the motor at 2,5-3 km.
interesting question, could be a question of my father too! I think I can make an educated guess and produce a spreadsheet for you.
However, I have first to pounder about the issue - what is the drag of an motor, and then make some calculations. This costs me about one or two weeks - I have so many other things to do - but I will do it.
It would greatly help if you have some data from similcar cases, even bomb trajectories.
I worked a bit on BfX_I so that it can cope with more situations. The function also yield info on the quality of each interpolation.
I improved the implementation of the RA4 (small bore, .22LR) drag function. Due to an error, the one currently in use has to much drag arround the sound velocity.
Another function was added to BfX that yields the drag coeficient (drag function) as a function of bullet velocity for G1, G2.... One use for this is that BfX drag coeficients can be checked with others.
Some Excel filles in the download section will be updated to reflect the new functionality.
I have tried that, but after some experiments (including some dedicated interfaces in bfx.xll) I got stuck. It is certainly possible and I have to say that I spend not too much time on this.
It is quite easy for me to add another set of interfaces to bfx.xll to support vb.net, however I was looking for some general purpose data types like variants (or the xltype of Excel) for easy usage and to have the flexibility of using optional arguments i.e. to support a vb call like v=bfx_vx(700, 30, 0.5) and v=bfx_vx(700, 30, "yd", 0,5). So after some trying I paused my developments there. Furthermore array passing and accessing should be friendly for the programmer. bfx.xll runs in an unmanaged environment, not int the .net engine - adding additional levels of complexity.
If you know a receipy for this then I am quite willing to implement such interfaces.
After years of more less then more working at the physics and software of BfX.xll - the Excel 2003 and 2007 addin - and a month or so on the website and forum, I decided to put it all online. My main motivation for providing the BfX.xll is that I thought that the software is as useful to fellow match shooters as it turned out for myself. BfX is great for the calculations of sight settings and in the analysis of the effects of wind.
Do not hesistate to post, although I realy do not know what to expect!