How it works — exactly what this formula does and does not do
This page uses a simplified, no-drag model only. Step 1: time of flight ≈ distance in feet / muzzle velocity. Step 2: drop ≈ 0.5 × 32.2 × time², in feet, where 32.2 ft/s² is gravity. Step 3: convert feet to inches by multiplying by 12.
Worked sample: 2800 fps, BC 0.4, 300 yards. Time = 900 / 2800 = 0.321 s. Drop = 0.5 × 32.2 × 0.321² = 1.66 ft = 19.96 inches.
What it does NOT model: drag (a real bullet slows down, so real flight time is longer and real drop is larger, especially at longer distances), wind, altitude, temperature, humidity, scope height, sight-in distance, or the angle of the shot. Because drag is ignored, this estimate becomes less reliable the farther the distance. BC is shown for reference only and does not change the result on this page — a proper ballistic solver is needed to use BC meaningfully.
Frequently asked questions
Why is the real drop usually larger than this estimate?
Because a real bullet loses speed to drag, it spends more time in the air than this constant-velocity formula assumes, and gravity therefore has more time to act.
Can I use this to adjust my scope?
No. Do not use this page to aim, zero, or adjust a scope. Confirm point of impact by shooting at the actual distance at a safe range.
Does a higher BC change the answer here?
Not on this page. BC is collected for reference only, and changing it will not change the drop shown, precisely because this simplified formula does not model drag. That is a limitation, stated openly, not a feature.
