I have been thinking a lot about using my programming skills to develop a simulation that uses the same math used to generate ballistic tables (using G1-G8 drag models, etc.); however, I am having a hard time finding an actual set of formulas that will allow the user to input things like muzzle velocity, BC, projectile weight, and other factors that would normally be used to determine velocity, drop, wind drift, etc. at a given range. Granted, this doesn't exactly mirror reality, but it would be useful in a 3D simulation. I'll be using the python programming language and a freeware game engine that I'm learning to use. So, yesterday I emailed a ballistics engineer that works for a reputable bullet maker asking if he knew what direction I should go to find this stuff. He said that he'd recommend the book "Modern Exterior Ballistics" by Robert McCoy, if I wanted to figure it out on my own. He said that all the state of the art ballistics software are based on the information in this book. I looked it up on amazon, and it's $69.99. He said that he could provide me with a solution, but he would have to do it for a fee through an on the side consulting business he owns - Applied Ballistics, LLC. I haven't asked him yet how much the licensed "completed engine" would cost for the solution I desire, but I've got this uneasy feeling that it would be a hefty fee. So anyway, before I hastily buy this book, does anyone have these formulas that could email them to me or perhaps refer me to some link that has them? I might still get the book later on anyway, because it is probably the holy grail of ballistics research or something, but in the mean time I'd like to have something free I can work with and start developing code for. The program will mainly start out as an exercise/hobby for me, then a fun toy to simulate shooting scenarios, then I'll probably throw in custom user-defined reticles, and on and on then perhaps someday it could be refined into a marketable product. For all I know it could get so vastly complicated that I'll hit a brick wall and not make it past coding difficulties working with the 3D game engine to translate the ballistic data into an actual rendered, 3D real-time scene. However, if I do, it will be awesome - you would be able to input your typical MOA, and it would even simulate this dispersion. Ideas? Thoughts? Opinions? Encouragement, or slap in the face reality checks?