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Deflection Shooting
{{unreferenced, date=May 2008 Deflection shooting is a technique of shooting ahead of a moving target, also known as leading the target, so that the projectile will "intercept" and collide with the target at a predicted point. This technique is only necessary when the target will have significantly displaced its position during the time the projectile would take to reach the target, which can become the case over very long distances (e.g. a long sniper shot), due to fast moving targets (e.g. aerial dogfight against an opposing aircraft, or anti-aircraft fire against passing aircraft), or while using relatively slow projectiles (e.g. a bolt shot from a crossbow, or a basketball thrown to a running teammate). Gyro gunsights developed for aircraft of the Second World War displayed a reticle that compensated for target lead. Modern fighter aircraft have automated deflection sights, where a computer calculates lead and projects the solution onto a head-up display (HUD). The visual assi ...
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Shooting
Shooting is the act or process of discharging a projectile from a ranged weapon (such as a gun, bow, crossbow, slingshot, or blowpipe). Even the acts of launching flame, artillery, darts, harpoons, grenades, rockets, and guided missiles can be considered acts of shooting. When using a firearm, the act of shooting is often called firing as it involves initiating a combustion ( deflagration) of chemical propellants. Shooting can take place in a shooting range or in the field, in shooting sports, hunting, or in combat. The person involved in the shooting activity is called a shooter. A skilled, accurate shooter is a ''marksman'' or ''sharpshooter'', and a person's level of shooting proficiency is referred to as their ''marksmanship''. Competitive shooting Shooting has inspired competition, and in several countries rifle clubs started to form in the 19th century. Soon international shooting events evolved, including shooting at the Summer and Winter Olympics (from 1896) a ...
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Coriolis Effect
In physics, the Coriolis force is an inertial or fictitious force that acts on objects in motion within a frame of reference that rotates with respect to an inertial frame. In a reference frame with clockwise rotation, the force acts to the left of the motion of the object. In one with anticlockwise (or counterclockwise) rotation, the force acts to the right. Deflection of an object due to the Coriolis force is called the Coriolis effect. Though recognized previously by others, the mathematical expression for the Coriolis force appeared in an 1835 paper by French scientist Gaspard-Gustave de Coriolis, in connection with the theory of water wheels. Early in the 20th century, the term ''Coriolis force'' began to be used in connection with meteorology. Newton's laws of motion describe the motion of an object in an inertial (non-accelerating) frame of reference. When Newton's laws are transformed to a rotating frame of reference, the Coriolis and centrifugal accelerations appe ...
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Targeting (warfare)
Targeting is the process of selecting objects or installations to be attacked, taken, or destroyed in warfare. Targeting systematically analyzes and prioritizes targets and matches appropriate lethal and nonlethal actions to those targets to create specific desired effects that achieve the joint force commander's (JFC's) objectives, accounting for operational requirements, capabilities, and the results of previous assessments. The emphasis of targeting is on identifying resources (targets) the enemy can least afford to lose or that provide him with the greatest advantage (high-value target VT, then further identifying the subset of those targets which must be acquired and engaged to achieve friendly success (high-payoff target PT. Targeting links the desired effects to actions and tasks. The targeting process can be generally grouped into two categories: deliberate and dynamic. Deliberate targeting prosecutes anticipated or known targets within a given operational area and time ...
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Director (military)
A director, also called an auxiliary predictor, is a mechanical or electronic computer that continuously calculates trigonometric firing solutions for use against a moving target, and transmits targeting data to direct the weapon firing crew. Naval warships For warships of the 20th century, the director is part of the fire control system; it passes information to the computer that calculates range and elevation for the guns. Typically, positions on the ship measured range and bearing of the target; these instantaneous measurements are used to calculate rate of change values, and the computer ("fire control table" in Royal Navy terms) then predicts the correct firing solution, taking into account other parameters, such as wind direction, air temperature, and ballistic factors for the guns. The British Royal Navy widely deployed the Pollen and Dreyer Fire Control Tables during the First World War, while in World War II a widely used computer in the US Navy was the electro-mechanical ...
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Artillery
Artillery is a class of heavy military ranged weapons that launch munitions far beyond the range and power of infantry firearms. Early artillery development focused on the ability to breach defensive walls and fortifications during sieges, and led to heavy, fairly immobile siege engines. As technology improved, lighter, more mobile field artillery cannons developed for battlefield use. This development continues today; modern self-propelled artillery vehicles are highly mobile weapons of great versatility generally providing the largest share of an army's total firepower. Originally, the word "artillery" referred to any group of soldiers primarily armed with some form of manufactured weapon or armor. Since the introduction of gunpowder and cannon, "artillery" has largely meant cannons, and in contemporary usage, usually refers to shell-firing guns, howitzers, and mortars (collectively called ''barrel artillery'', ''cannon artillery'', ''gun artillery'', or - a layman t ...
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Direct Fire
Direct fire or line-of-sight fire refers to firing of a ranged weapon whose projectile is launched directly at a target within the line-of-sight of the user. The firing weapon must have a sighting device and an unobstructed view to the target, which means no obstacles or friendly units can be between it and the target. A weapon engaged in direct fire conversely exposes itself to direct return fire from the target.p.49, Bailey This is in contrast to indirect fire, which refers to firing a projectile on a curved ballistic trajectory or delivering self-accelerated munitions capable of long range and various degrees of homing abilities to alter the flight path. Indirect fire does not need a direct line-of-sight to the target because the shots are normally directed by a forward observer. As such, indirect-fire weapons can shoot over obstacles or friendly units and the weapons can be concealed from counter-battery fire. Description Examples of direct-fire weapons include most anci ...
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Ping (networking Utility)
ping is a computer network administration software utility used to test the reachability of a host on an Internet Protocol (IP) network. It is available for virtually all operating systems that have networking capability, including most embedded network administration software. Ping measures the round-trip time for messages sent from the originating host to a destination computer that are echoed back to the source. The name comes from active sonar terminology that sends a pulse of sound and listens for the echo to detect objects under water. Ping operates by means of Internet Control Message Protocol (ICMP) packets. ''Pinging'' involves sending an ICMP echo request to the target host and waiting for an ICMP echo reply. The program reports errors, packet loss, and a statistical summary of the results, typically including the minimum, maximum, the mean round-trip times, and standard deviation of the mean. The command-line options of the ping utility and its output vary between t ...
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Client Interpolation
Client(s) or The Client may refer to: * Client (business) * Client (computing), hardware or software that accesses a remote service on another computer * Customer or client, a recipient of goods or services in return for monetary or other valuable considerations * Client (ancient Rome), an individual protected and sponsored by a patron * Client (band), a British synthpop band ** ''Client'' (album), a 2003 album by Client * ''Clients'' (album), a 2005 album by The Red Chord * ''The Client'' (novel), a 1993 legal thriller by John Grisham ** ''The Client'' (1994 film), a film adaptation ** ''The Client'' (TV series), a 1995–1996 television series adaptation * The Client (''Star Wars''), a character in ''The Mandalorian'' * ''The Client'' (2011 film), a South Korean courtroom thriller * "The Client" (''The Office''), an episode of ''The Office'' See also * Client (prostitution) * Client state A client state, in international relations, is a state that is economically, po ...
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Lag Compensation
In computers, lag is delay ( latency) between the action of the user (input) and the reaction of the server supporting the task, which has to be sent back to the client. The player's ability to tolerate lag depends on the type of game being played. For instance, a strategy game or a turn-based game with a slow pace may have a high threshold or even be mostly unaffected by high lag. A game with twitch gameplay such as a first-person shooter with a considerably faster pace may require a significantly lower lag to provide satisfying gameplay. Ping time Ping time is the network delay for a round trip between a player's client and the game server as measured with the ping utility or equivalent. Ping time is an average time measured in milliseconds (ms). The lower one's ping is, the lower the latency is and the less lag the player will experience. ''High ping'' and ''low ping'' are commonly used terms in online gaming, where ''high ping'' refers to a ping that causes a severe amoun ...
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Server (computing)
In computing, a server is a piece of computer hardware or software (computer program) that provides functionality for other programs or devices, called " clients". This architecture is called the client–server model. Servers can provide various functionalities, often called "services", such as sharing data or resources among multiple clients, or performing computation for a client. A single server can serve multiple clients, and a single client can use multiple servers. A client process may run on the same device or may connect over a network to a server on a different device. Typical servers are database servers, file servers, mail servers, print servers, web servers, game servers, and application servers. Client–server systems are usually most frequently implemented by (and often identified with) the request–response model: a client sends a request to the server, which performs some action and sends a response back to the client, typically with a result or acknowledg ...
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Latency (engineering)
Latency, from a general point of view, is a time delay between the cause and the effect of some physical change in the system being observed. Lag, as it is known in gaming circles, refers to the latency between the input to a simulation and the visual or auditory response, often occurring because of network delay in online games. Latency is physically a consequence of the limited velocity at which any physical interaction can propagate. The magnitude of this velocity is always less than or equal to the speed of light. Therefore, every physical system with any physical separation (distance) between cause and effect will experience some sort of latency, regardless of the nature of the stimulation at which it has been exposed to. The precise definition of latency depends on the system being observed or the nature of the simulation. In communications, the lower limit of latency is determined by the medium being used to transfer information. In reliable two-way communication syst ...
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Hitscan
Hitscan in video game design, most commonly in first-person shooters, is a type of hit registration system that determines whether an object has been hit or not simply by scanning if the item used was aimed directly at its target and then applies the effects of the item (usually damage) instantly. A weapon, for example, does not launch a projectile the player needs to lead, damage is applied as soon as the player's crosshair is on a target and the fire button is pressed. Internally, this is most commonly done by simulating a ray from the origin of the item along the trajectory of the "projectile" and simply scanning for any objects touching the ray. Games might still show a visual of a projectile although it technically has no effect. In contrast, a projectile-based weapon would launch an actual projectile object that moves through the virtual space at a certain speed and will apply damage only once it has actually touched ("hit") a target. A projectile weapon which uses unmodifi ...
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