streamerfish
FNG
- Joined
- Dec 12, 2025
- Messages
- 44
Can only go so far in 'ability to compare' terminal ballistics by studying 'result of work' instead the work itself.
Result of work view is too 'coarse' and works fine for fbi needs in a very short impact velocity window which is off the end of the barrel. We have to extrapolate that via imagination and or shooting things at distance to see if our imagination was correct, and even then we don't have decent metrics to aid in splitting c-hairs we wish to split. Inches of damage as seen through blood is pretty coarse. Even if we shoot gel at lower impact velocity we are still looking at all the rate of change and work transfer in the same coarse window that is only good for that impact velocity range.
Hunters are looking for a different solution, whether they see it this way or not. We are wanting ability to compare at a far more granular, finite and consistent scale(or units of measure via numbers what have you) at ranges 10-20x greater. We would need to move to studying the work itself.
The bullet being the variable, gel being the constant. The bullet doing the work by way of rate of change, which varies constantly between impact velocity ranges, this impacts depth, work transfer rates etc. We don't measure the bullet rate of change, the velocity change in gel, the work transfer in gel (in work unit) at all the nodes of impact we are most interested in. We have no 'terminal coefficients' for these bullets that correspond with each velocity node etc.
Until we start going down this path we don't gain any ground on what we know and feel by doing by trial and error on game as we always have so it's hard for us to split c-hairs and 'see' the performance in scale we wish to see of all the choices we already know to work well, but also then be able to use this ability to then develop and test to create better performers for our needs and desires.
We're here because we advanced inflight side of things where our dynamic ranges are so much larger than they were before as we can now land bullets on target in ALL the velocity impact windows than 'the old day's where this was a non-issue as everything landed in a much narrower band because we all shot the same stuff in the same short ranges. And inflight is where the bullet is constant and the air is the main variable but distance in air, tof etc. we have developed a lot of technology and instruments to measure and solve for all of that to get the bullets to land accurately to as far as we can keep them above grade.
But now we need a similar evolutionary step on the terminal side, as our focus has narrowed there and we like fast incapacitation vs two holes better than one eat to the hole as well as this way larger range of performance we are asking of these bullets...while maintaining adequate penetration over this much wider range we use now.
This just won't advance by studying 'result of work'...it's too coarse.
I think maybe I get what your trying to say.
I agree that it would be nice if we had a way to get better data on how bullets are going to react at different speeds. But, the variable's of the target we are hitting really makes that all but impossible, every impact is unique into an animal, and every animal is unique in its reaction. The best we can do is see trends over large data sets. And at this point most people that are paying attention know what the different bullets do most of the time.
The distances are irrelevant really. The velocity at impact is all that matters. And I would argue that for the most part, impact velocities haven't changed a whole lot. Maybe its trending a bit slower on average, but you still have people Shooting magnums at animals still hunting in timber with impact velocities around 3k+, the majority of people are having impact velocities somewhere in the 2800-2300 range (most people, most non hot magnums impacting 100 to 500 yards). And a subset pushing the lower end of the velocity train, but again they are still generally keeping it 2,000 and up (outside of a small subset of people).
Funnily enough, the vast majority of bullets are designed to function best between 2000 and 2800 or so fps at impact. Which covers the vast majority of hunters. (I know a lot of companies advertise 1800 min fps, but personally i think that's pushing it a bit for of the bullets.)
The longer range hunting is being pushed by external equipment advancements, and its the better B.C./shape that's really driving it. Not necessarily speed. Long, skinny, aerodynamic bullets drop slower.
Realistically, the only advancements in bullet terminal function that I am "hoping" for is the holy grail....A high BC/modern shaped Nosler Partition. Or some other bullet that would equate to the same thing terminally....
Plenty of bullets out there that have very high weight retention with minimal to moderate expansion and little true fragmentation.
Plenty of bullets out there that have moderate to little weight retention with very high fragmentation.
Only one bullet that really has roughly medium weight retention and medium fragmentation. With by design a basically 100% repeatability rate (it never pencils, it never "explodes", it always does exactly as it should) The only downsides being cost and low BC/not good for long range.