spacebar to fire projectiles E key allows you to input values manually TDF is the airtime for direct fire TIDF is the airtime for indirect fire Both are listed in seconds, but the # of steps (simulation resolution) changes how long it takes for the projectiles to appear to move in real-time. For example, a projectile moving at 60m/s hitting a target 150 meters away will take ~2 seconds to reach the target (for direct fire) but the simulation takes almost 4 seconds with the step value set to 60. A step value of 30 is 1:1, but for high velocity projectiles it is not precise enough. I am interested in making an adaptive step setting, allowing simulation to run faster by reducing the # of steps when the projectile moves slowly, while maintaining precision when it moves quickly. Both use the same equation, but the first sign is swapped between the DF and IDF projectile.
Thank you Dan for helping me figure out trigonometry and gravity. This only includes Angle θ required to hit position (x,y) given velocity 'v', and no other kinematic or projectile motion equations.