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Rifles, Reloading, Optics, Equipment
Rifles, Bullets, Barrels & Ballistics
Scope Accuracy
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<blockquote data-quote="bill123" data-source="post: 951908" data-attributes="member: 69116"><p>From the instructions for the "Shooter" app:</p><p>"Elevation Correction - This is used to correct for scope turret clicks that aren't quite what they say they are. If you've come to realize your .25MOA per-click scope is actually .23MOA per-click then you'd put a correction factor of 1.08695652 (.25/.23) because you actually need to adjust more as you aren't quite getting a full quarter MOA per click. So say your elevation solution for a 1000yd shot is 28MOA and you have the correction factor of 1.08695652. Shooter will multiply 28 by 1.08695652 to give you 30.4MOA. So even though the real solution is 28, you'd dial 30.4MOA because your scope only adjusts .23MOA rather than .25MOA per-click. An asterisk (*) will be placed next to the angular unit in the Solution and Trajectory Table screens when using these inputs to denote that the given value is corrected and not the actual calculated correction. Inaccurate click adjustments are more common than you may think. Don't take this for granted. To effectively disable this feature, leave the input set to 1.0"</p><p></p><p>Unfortunately the formula may be based on how the app converts your number. See the description of how Ballistic AE handles the conversion:</p><p>Elevation / Windage Turret Value: Some scopes are not exact; that is, one click does not necessarily equal exactly one MOA or one Mil. If you know the actual click value of your scope turrets (for example .982), you can enter it here. The output units (regardless of whether they're MOA, mRad, or anything else) will automatically be divided by this value, to give you an accurate number of clicks. For example, if your turret value is 1/3 of a click and your output is 5 MOA, then enter .333 in this field. The output will read 15.01 (5 / .333). NOTE: Versions < 4.7 multiply this value, rather than divide it. Division is the correct way to compensate for turret correction, so if you're using an older version below 4.7, you'd enter 3.333 instead of .333. </p><p></p><p>I think that the best solution for you is to do the computation using both division and multiplication and run the conversion in the app that you are using. Only one number will make sense.</p><p></p><p>As for how much error is acceptable, Bryan Litz in his video "Putting Rounds on Target" says that an error of 1% or less is acceptable.</p></blockquote><p></p>
[QUOTE="bill123, post: 951908, member: 69116"] From the instructions for the "Shooter" app: "Elevation Correction - This is used to correct for scope turret clicks that aren't quite what they say they are. If you've come to realize your .25MOA per-click scope is actually .23MOA per-click then you'd put a correction factor of 1.08695652 (.25/.23) because you actually need to adjust more as you aren't quite getting a full quarter MOA per click. So say your elevation solution for a 1000yd shot is 28MOA and you have the correction factor of 1.08695652. Shooter will multiply 28 by 1.08695652 to give you 30.4MOA. So even though the real solution is 28, you'd dial 30.4MOA because your scope only adjusts .23MOA rather than .25MOA per-click. An asterisk (*) will be placed next to the angular unit in the Solution and Trajectory Table screens when using these inputs to denote that the given value is corrected and not the actual calculated correction. Inaccurate click adjustments are more common than you may think. Don't take this for granted. To effectively disable this feature, leave the input set to 1.0" Unfortunately the formula may be based on how the app converts your number. See the description of how Ballistic AE handles the conversion: Elevation / Windage Turret Value: Some scopes are not exact; that is, one click does not necessarily equal exactly one MOA or one Mil. If you know the actual click value of your scope turrets (for example .982), you can enter it here. The output units (regardless of whether they're MOA, mRad, or anything else) will automatically be divided by this value, to give you an accurate number of clicks. For example, if your turret value is 1/3 of a click and your output is 5 MOA, then enter .333 in this field. The output will read 15.01 (5 / .333). NOTE: Versions < 4.7 multiply this value, rather than divide it. Division is the correct way to compensate for turret correction, so if you're using an older version below 4.7, you'd enter 3.333 instead of .333. I think that the best solution for you is to do the computation using both division and multiplication and run the conversion in the app that you are using. Only one number will make sense. As for how much error is acceptable, Bryan Litz in his video "Putting Rounds on Target" says that an error of 1% or less is acceptable. [/QUOTE]
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