
 STOPPING POWER v2.02, 14 APRIL 2006, INFORMATION:

   CHANGED v2.01 THORNILY TO MATCH WWW.BEARTOOTHBULLETS.COM

 SOFTWARE HOME PAGE AT www.geocities.com/sadams16

 THE SCREEN FORMAT FOR STOPPING POWER NUMBERS, AT EACH RANGE IN YARDS:
   INDEX NAME,  INDEX #,  GAME GUIDE #,  INDEX # RANGE LIMITS FOR GAME GUIDE #
   ----------   -------   ------------   --------------------------------
   TAYLOR K.O.   16.5        2M             13.7-22.0
   THORNILY      79.0        2M             67.2-104

 PRESS 'CR/ENTER' TO LIST CATALOG, ONE LINE FORWARD.
 PRESS 'A' TO LIST CATALOG, AGAIN SAME LINE.
 PRESS 'R' TO LIST CATALOG, ONE LINE IN REVERSE.
 PRESS 'D' TO CHANGE RANGE DISTANCE.
 PRESS 'C' TO CHANGE TO SCREEN FOR PENETRATION.
 PRESS 'G' TO CHANGE TO SCREEN FOR DIAMETER INDEX & WEIGHT INDEX GAME GUIDE.
 PRESS 'E' TO CHANGE TO SCREEN FOR MORE STOPPING POWER'S.
 PRESS 'H' TO CHANGE TO SCREEN FOR GAME GUIDE HELP.
 PRESS 'S' TO CHANGE GAME GUIDE LIMITS TO EXPANDED SCALE %.
 PRESS 'Q' TO QUIT "CATALOG" LIST AND RETURN TO MENU.

 UNITS OF MEASURE:
   10% GELL PEN IN INCHES
   WEIGEL WOOD  IN INCHES (FIR)
   HATCHER WOOD IN INCHES (PINE)
   BONE PEN     IN INCHES
   A-SQR PEN    IN INCHES
   OPTIMAL WGT  IN POUNDS GAME WEIGHT
   WATER FORCE  IN POUNDS FORCE
   WETPACK      IN INCHES                C SCREEN
   GELL         IN INCHES                C SCREEN
   WGT_IDX      IN POUNDS GAME WEIGHT    G SCREEN
   PEN_IDX      IN POUNDS GAME WEIGHT    G SCREEN
   DIA_IDX      IN POUNDS GAME WEIGHT    G SCREEN
   JAM          IN BARS PRESSURE         E SCREEN
   KRUPP IRON   IN INCHES
   MOMENTUM     IN LB-FT/SEC

 DIA INDEX =: GAME WEIGHT IN POUNDS, FOR THE BULLET DIAMETER EXPANSION RATIO.
   USE 1.0 FOR ROUND NOSE AND 1.2 FOR SWC OR CYLINDER NON EXPANDING BULLETS.
   THEN CHECK IF PENETRATION IS ENOUGH FOR THE ANIMAL WEIGHT, IF THE
   PENETRATION ISN'T ENOUGH, THEN THE "DIA INDEX" GAME WEIGHT IS DECREASED TO
   THE GAME WEIGHT ASSOCIATED WITH THE PENETRATION.

 THE OPTIMAL GAME WEIGHT INDEX IS FOR EXPANDING BULLETS, ABOUT 1.75 EXPANSION.
   IT'S NOT MUCH GOOD WITH NON-EXPANDING ROUND NOSE, SWC OR SPHERICAL BULLETS.

 THE EFFECT OF BULLET TUMBLE INCREASING GAME WEIGHT INDEX OR DECREASING
   PENETRATION IS NOT INCLUDED.

 DIVIDE '10% GELL' PENETRATION BY (BULLET EXPANSION DIAMETER RATIO) SQUARED.
   IF BULLET EXPANDES TO TWICE THE ORIGINAL DIAMETER THEN PENETRATION IS 0.25.

 TO MAKE AN INDEX *.LVL FILE THAT CONTAINS ALL THE STOPPING POWER INDEX NUMBERS:
   MAKE A PATTERN *.CHK FILE THAT SETS THE BEGINNINGS OF THE GAME GUIDE
   BOUNDARYS FOR ALL THE STOPPING POWER INDEXS BY ADJUSTING THE VELOCITY,
   WEIGHT, AND DIAMETER OF THE BULLET. SET MENU "(4) CHANGE INDEX *.LVL" AND
   MENU "(5) CHANGE *.CHK" TO THE FILE NAME.
   THEN GO TO FIRST MENU "(6) GAME GUIDE LEVEL". PRESS "Y" AT THE WRITE (y/N)
   QUESTION. THE OLD *.LVL FILE WILL BE OVERWRITTEN, SO RENAME IT, IF YOU
   WANT TO SAVE IT.

 CHANGE TO DIFFERENT GAME GUIDE 'INDEX BOUNDRY' *.LVL FILES FOR DIFFERENT
   TYPES OF BULLETS AND VELOCITY.

 BULLET =: PROPORTIONAL BULLET WEIGHT INDEX
   0.8 PISTOL = LEAD SPHERE, 0.784 EXACT
   1.0 = TYPICAL LIGHT WEIGHT MINIMUM, FOR EITHER RIFLE OR PISTOL
   2.0 = TYPICAL HEAVY WEIGHT MAXIMUM, FOR EITHER RIFLE OR PISTOL
   THE BULLET SCALE IS CHANGED AT 2.0 PISTOL TO A 1.0 RIFLE                  

 '+' IN WGT_IDX, 'BEFORE' GAME GUIDE COLUMN, ON G SCREEN, MEANS
     PENETRATION IS OK
 '-' IN WGT_IDX, 'BEFORE' GAME GUIDE COLUMN, ON G SCREEN, MEANS 
     PEN_IDX WEIGHT AND PENETRATION IS BELOW DIA_IDX WEIGHT AND PENETRATION. 

 '+' IN WGT_IDX, 'AFTER' GAME GUIDE COLUMN, ON G SCREEN, MEANS
     PENETRATION IS OK
 '-' IN WGT_IDX, 'AFTER' GAME GUIDE COLUMN, ON G SCREEN, MEANS BELOW MINIMUM
     PENETRATION MANUALLY SET IN FIRST MENU'S (7) "CHANGE WGT_IDX", "WGT_IDX
     MINIMUM GELL PENETRATION DISTANCE IN INCHES"
 '*' IN WGT_IDX, 'AFTER' GAME GUIDE COLUMN, ON G SCREEN,
     MEANS BELOW 0.75 * MINIMUM PENETRATION 
 '!' IN WGT_IDX, 'AFTER' GAME GUIDE COLUMN, ON G SCREEN,
     MEANS BELOW 0.5 * MINIMUM PENETRATION 

 CHANGE WGT_IDX, MENU (7):
  IF FIRST MENU ITEM (7) IS SET TO MIN = -1 THEN WGT_IDX WEIGHT IS DECREASED 
     TO PEN_IDX WEIGHT IF PEN_IDX WEIGHT IS BELOW DIA_IDX WEIGHT.
  IF FIRST MENU ITEM (7) IS NOT SET TO MIN = -1 THEN WGT_IDX WEIGHT IS DECREASED
     TO PEN_IDX WEIGHT IF GELL PENETRATION, ON C SCREEN, IS BELOW THE
     GELL PENETRATION DISTANCE MIN = 12, IN INCHES
  'PEN_IDX MULTIPLIER FACTOR' CHANGES ORIGINAL PEN_IDX WEIGHT BY MULTIPLIER
     FACTOR.
  'GELL PENETRATION AND PEN_IDX MULTIPLIER FACTOR' CHANGES 'SCREEN C' GELL AND
     WETPK PENETRATION DISTANCE BY MULTIPLIER FACTOR.
 ---------------------------------------------------------------------------

   (RNG_CNT = NUMBER OF DISTANCE RANGES)
   (THE MAXIMUM RNG_CNT CAN BE IS 6)
 RIFLE.DAT FILE:
   RNG_CNT, RNG0, RNG1, ...., RNG5  (DISTANCE IN YARDS)
   DIA, CARTRIDGE DESCRIPTION, GAME GUIDE, BULLET CXP, BULLET TYPE, WEIGHT, BARREL, VELOCITY @ RNG0, RNG1, RNG2, 300, 400, 500 (YARDS)

 MUZZLE.DAT FILE, MUZZLE LOADER:
   RNG_CNT, RNG0, ...., RNG?  (DISTANCE IN YARDS)
   DIA, CARTRIDGE DESCRIPTION, GAME GUIDE, BULLET CXP, BULLET TYPE, WEIGHT, BARREL, VELOCITY @ RNG0, RNG1, RNG2 (YARDS)

 PISTOL.DAT FILE:
   RNG_CNT, RNG0, ...., RNG?  (DISTANCE IN YARDS)
   DIA, CARTRIDGE DESCRIPTION, GAME GUIDE, BULLET CXP, BULLET TYPE, WEIGHT, BARREL, VELOCITY @ RNG0, RNG1, RNG2 (YARDS)

 *USER*.DAT FILE:
   RNG_CNT, RNG0, ...., RNG?  (DISTANCE IN YARDS)
   DIA, CARTRIDGE DESCRIPTION, GAME GUIDE, BULLET CXP, BULLET TYPE, WEIGHT, BARREL, VELOCITY @ RNG0, RNG1, RNG2 (YARDS)

 DEFAULT.CHK FILE:
   DIA, CARTRIDGE DESCRIPTION, GAME GUIDE, BULLET CXP, BULLET TYPE, WEIGHT, BARREL, VELOCITY @ RNG0 (YARDS), GAME WGT.

 DEFAULT.DFT FILE:
   1.0          WET NEWSPAPER PACK PENETRATION MULTIPLIER, (WTPKMUL, x0.8 PER GAME GUIDE MOVE)
   0.6          10% GELL TO WET PACK PENETRATION CONVERSION MULTIPLIER
   1,2...15,16  WET NEWSPAPER PACK PENETRATION FOR EACH GAME GUIDE, IN INCHES (MULTIPLIED BY WTPKMUL AFTER DEFAULT.DFT READ IN)
   5.5          DIAMETER INDEX WEIGHT MULTIPLIER, 5.5 = 230 LB @ .450
   40.2         PEN_IDX WEIGHT DIVIDER  
   1,2...7,8    DIAMETER INDEX BULLET EXPANSION NUMBERS, IN RATIO
   1,2...15,16  GAME GUIDE WEIGHTS FOR EACH GAME GUIDE, IN POUNDS

 ----------------------------------------------------------------------------

 HATCHER RSP INDEX BULLET TYPE FACTORS:
   Y = 900=FMJ RND NOSE,        1000=LEAD RND NOSE (IF COOPER=FLAT NOSE)
      1050=LEAD BLUNT RND NOSE, 1100=LEAD FLAT NOSE
      1200=FMJ FLAT NOSE,       1250=LEAD SQUARE NOSE (KEITH SWC)
      1350=EXPANDING BULLET,    1500=MODERN EXPANDING BULLET
      1100-UNEXPANED HP BULLET (HP DIA > 50% BULLET DIA)
   (PRESET AT 1000 IN THE PROGRAM)
   (PROGRAM DIVIDES Y BY 1000 FOR COOPER, HATCHER RSP SHORT, HATCHER SP)

 MATUNAS
   ET = .0100 = EXPANDING BULLET                      
        .0085 = FMJ NON-EXPANDING, NOSE FLAT >= 60% BULLET DIA  
        .0075 = FMJ NON-EXPANDING                     

 BEKKER KOV, Mushroom_Factor: 
   Expansion  Comment                                    Mushroom
   of         Examples of where certain bullets fit in   Multiplication
   Diameter   generally depend on striking velocity      Factor
   --------   ----------------------------------------   --------------
   1.0        Equates a solid non expanding bullet       1.000
   1.1        Some FMJ 'Solid' bullets may expand        1.050
   1.2        Excellent penetration ability              1.100
   1.3        Winchester Failsafe bullets                1.150
   1.4        Some bullets do not open up to their
               potential at low striking velocities      1.200
   1.5        Sometimes petals fold completely back
               due to a too high impact velocity         1.250
   1.6        A - Square Dead Tough & Nosler bullets     1.300
   1.7        Barnes-X bullets - penetration excellent   1.350
   1.8        Good expansion                             1.400
   1.9        Very good expansion                        1.450
   2.0        Ideal expansion (Swift A-Frame)            1.500
   2.1        Will create a big wound channel            1.425
   2.2        Rhino bullets                              1.350
   2.3        Woodleigh bullets                          1.250
   2.4        Bullets start to over expand               1.150
   2.5        Big wound channel, but penetration suffers 1.000
   2.6        Not an ideal position                      0.850
   2.7        Conventional bullets would break           0.700
   2.8        Penetration too shallow                    0.550
   2.9        Most bullets would shatter                 0.400
   3.0        Equates total over expansion               0.250

 (Bekker momentum dosn't use bullet mass, bullet weight divided by gravity)
 (Weight_Remaining is percent of remaining bullet weight divided by 100)
 Momentum = Bullet_Weight / 7000 * Velocity , Velocity in FPS, Bullet_Weight in grains
 Bekker KOV              = Momentum x SD
 Bekker KOV (adjusted 1) = Terminal_Momentum x SD x Weight_Remaining
 Bekker KOV (adjusted 2) = Terminal_Momentum x SD x Weight_Remaining x Mushroom_Factor

 ------------------------------------------------------------------

 GAME GUIDE VS. OPTIMAL GAME WEIGHT:

 GAME GUIDE:                                   OPTIMAL GAME WEIGHT, LB
 -----------                                   -------------------
  P = PEST    - RAT                                     0-0.78          
  1A= VARMINT - SQUIRREL                             0.78-1.56          
  1B= VARMINT - RABBIT                               1.56-3.12          
  1C= VARMINT - JACK RABBIT                          3.12-6.25          
  1D= VARMINT - FOX                                  6.25-12.5          
  1E= VARMINT - RACOON                               12.5-25           
  1F= VARMINT - COYOTE                                 25-50           
  1G= VARMINT - WOLF                                   50-100          
  2L= LIGHT   - ANTELOPE                              100-200         
  2 = LIGHT   - DEER                                  200-400         
  2M= MEDIUM  - BEAR                                  400-800         
  3 = HEAVY   - ELK, MOOSE                            800-1600        
  3D= HEAVY, DANGEROUS, THIN SKIN - LION             1600-3200        
  4 = EXTRA HEAVY, DANGEROUS, THICK SKIN - ELEPHANT  3200-6400        
  4M= EXTRA HEAVY, DANGEROUS, THICK SKIN - ELEPHANT  6400-12800      
  4H= EXTRA HEAVY, DANGEROUS, THICK SKIN - ELEPHANT 12800- UP        

 BULLET CXP: CONTROLED EXPANSION PERFORMANCE OF BULLET GUIDE:
  1  VARMINT
  2  DEER, ANTELOPE, BLACK BEAR
  3  ELK, MOOSE
  3D LION
  4  CAPE BUFFALO, ELEPHANT

 -------------------------------------------------------------------------------
                  (I = INDEX)
  INDEX           VELOCITY     WEIGHT     DIAMETER                       IF CONSTANT VELOCITY AND BULLET PROPORTONAL
  --------        --------    --------    --------                       -------------------------------------------
  THORNILY        VEL*2>I*2,  WGT*2>I*2,  DIA*2>I*1.625                   1.52 x INDEX, WHEN OPTIMAL WEIGHT DOUBLES
  TAYLOR K.O.     VEL*2>I*2,  WGT*2>I*2,  DIA*2>I*2                       1.58
  HATCHER RSP     VEL*2>I*2,  WGT*2>I*2,  DIA*2>I*4                       1.76

  MATUNAS PIR,    VEL*2>I*4   WGT*2>I*2   DIA*2>I*1.41 (VEL^2)            1.49
  ARNOLD SHOCK    VEL*2>I*4,  WGT*2>I*2,  DIA*2>I*2    (VEL^2)            1.58 
  LOTT #2         SAME AS ABOVE
  A-SQR SHOCK     VEL*2>I*4,  WGT*2>I*2,  DIA*2>I*4    (VEL^2)            1.76
  HATCHER SP      SAME AS ABOVE
  JOSSERAND STP   SAME AS ABOVE

  BEKKER KO       VEL*2>I*2,  WGT*2>I*4,  DIA*2>I*0.25                    1.57
  BWANA           VEL*2>I*2,  WGT*2>I*4,  DIA*2>I*0.5                     1.76

  WOOTTERS LETHA  VEL*2>I*4,  WGT*2>I*4,  DIA*2>I*0.5  (VEL^2)            1.76
  LOTT #1         SAME AS ABOVE

  OPTIMAL WGT     VEL*2>I*8,  WGT*2>I*4,  NONE       (VEL^3)    (LB)      2.00
  KP INDEX        VEL*2>I*8,  WGT*2>I*4,  NONE       (MOMENTUM * ENERGY)  2.00     
  SABI K.O.       VEL*2>I*4   WGT*2>I*4,  DIA*2>I*0.25  
  GRAY'S          VEL*2>I*4,  WGT*2>I*4,  DIA*2>I*2 

  P.O. ACKLEY     VEL*2>I*2,  WGT*2>I*2,  NONE       (MOMENTUM)           1.40


  A-SQR PENETRAT  VEL*2>I*4,   WGT*2>I*4,    DIA*2>I*.10
  BONE PENETRATE  VEL*2>I*5.3, WGT*2>I*2,    DIA*2>I*.5   
  WEIGEL WOOD     VEL*2>I*2.8, WGT*2>I*2,    DIA*2>I*.25  
  HATCHER WOOD    VEL*2>I*4,   WGT*2>I*2,    DIA*2>I*.25  
  GELL 10%   PEN  VEL*2>I*2,   WGT*2>I*2,    DIA*2>I*.25
  KRUPP IRON PEN  VEL*2>I*2.8, WGT*2>I*1.66, DIA*2>I*.42 

  -----------------------------------------------------------

 FORMULAS:
 P.O. ACKLEY = VEL / 100 * WGT / 100                 [ MOMENTUM * 22.522 ]
 POWER FACTOR= VEL *  WGT / 1000                     [ MOMENTUM * 225.22 ]
 MOMENTUM MASS= VEL * (WGT / 7000) / 32.174
 MOMENTUM WGT= VEL * (WGT / 7000) 
 IPSC        = VEL *  WGT / 1000
 KEITH       = VEL * (WGT / 7000)
 THORNILY    = VEL * (WGT / 7000) * DIA^0.7 * 3.37
 TAYLOR K.O. = VEL * (WGT / 7000) * DIA
 HATCHER RSP = VEL * (WGT / (7000 * 32.174 * 2)) * AREA * Y
 COOPER  RSP = VEL *  WGT / 10000 * AREA * (Y / 1000) / .102

 MATCHES 'BEARTOOTH BULLETS' THORNILY:
   TSPR = (VEL * (WGT / 7000)) / (2000 * (200 / 7000))
  THORNILY = VEL * (WGT / 7000) + (DIA * 150 - 13.5) * TSPR

 MATUNAS PWR = 27.4 * (ENER * .742) * SQR(DIA / .35) * .0085

 ARNOLD RPI  = VEL^2  * (WGT / 7000) * (DIA / 1000)
 LOTT #2     = ENERGY * DIA

 SHOCK POWER INDEX:
   A-SQR SHOCK = ENERGY * AREA
   HATCHER SP  = ENERGY * AREA * Y,  Y=1.0 IF RND NOSE

 LETHALITY INDEX:
   WOOTTERS LETHALITY  = ENERGY * SD * DIA
   LOTT #1             = ENERGY * SD * DIA

 BEKKER K.O. = MOM * SD * 32.174
 BWANA SAEED = VEL * (WGT / 7000) * SD * DIA * 8.333

 OPTIMAL GAME WGT = VEL^3 * WGT^2 * 1.5E-12
   ( DIVIDE "OPTIMAL GAME WEIGHT" BY 3 FOR FRAGMENTING VARMINT BULLETS )

 KP = KENETIC PULSE INDEX
 KP INDEX = 0.1 * (VEL * WGT / (7000 * 32.174)) * (0.5 * VEL^2 * WGT / (7000 * 32.174))
   ( 0.1 * MOMENTUM * ENERGY ) [USED TIMES 0.1 TO SCALE DOWN INDEX NUMBER]
 KP INDEX = OPTIMAL_GAME_WEIGHT * 6.57

 JOSSERAND STP = WGT * VEL^2 * DIA^2 / 644337      (EQUIV TO A-SQR SHOCK)
 HATCHER RSP SHORT = VEL * WGT * AREA * Y / 1E6    (0.45 TIMES HATCHER RSP)

 LOTT POWER FACTOR, ESTIMATED EFFECTIVE ENERGY
   #1 CONVENTIAL SOFT POINT
 LOTTPF1 = ENERGY * SD * DIA  
   #2 CONTROLED EXPANSION AND WEIGHT RETENTION
 LOTTPF2 = ENERGY * DIA 

 FULLER = .0057 * ENERGY / AREA + 61.5 , (IN PERCENT, .355"-.455" BULLETS)
 MIP = VEL * WGT,    (VEL IN M/S, WGT IN GRAMS)
 MIP = IPSC * 1.976
 ---------------------------------------------------------------------------

 OGW   = VEL^3 * WGT^2 * 1.5E-12, OPTIMAL GAME WEIGHT
 GRAYS = VEL^2 * WGT^2 / DIA / 1.0029E+09 ,   GAME WEIGHT
 GRAY_1.4 = VEL^2 * WGT^2 / DIA^1.414 / 1E9,  HALF WAY BETWEEN GRAYS AND OGW2
 GRAY_2.0 = VEL^2 * WGT^2 / DIA ^ 2 / 1E9,    WEIGHT IN POUNDS, USED 1.7 FOR BULLET EXPANSION
 (GRAY_2.0 = BASICLY SAME AS  SABI K.O. * 3
 SABI K.O. =  ENERGY * SD * (PERCENT_RETAINED_BULLET_WGT/100) 
 MPGW, MAX PRACTICAL GAME WEIGHT = ENERGY * WGT * DIA / 100 , (LB), [VEL^2 * WGT^2 * DIA](GRAYS' USED / DIA)
 
 ----------------------------------------------------------------------------

 A-SQR PENETRATION = .01 * ENERGY * SD / AREA
 10%_GELL PENETRATE = MOM / DIA^2 * 6.625 / EF^2
 WETPACK PEN = 10%_GELL * 0.6  (NO TUMBLE, NO EXPANSION)
 WEIGEL WOOD PEN  = VEL ^ 1.5 * WGT / (7000 * 32.174) / DIA ^ 2 * .044643
 HATCHER WOOD PEN  = ENERGY / (3.5 * AREA * 120), 120 = RND NOSE BULLET FACTOR
 KRUPP IRON  = VEL ^ 1.5 * WGT ^ .75 / (7000 * GRAVITY) / DIA ^ 1.25 / 254 , [INCHES]
 BONE = 70.35 * CON * ((WGT / 7000) / DIA) * ((VEL - 197) / 328.08) ^ 2
        ( CON = .3 FOR RND NOSE, .15 FOR WADCUTTER ) 
   (BONE, WEIGEL WOOD, KRUPP IRON FROM BALLIT.BAS, EDOARDO MORI, ITALY WEB PAGE)

   ENERGY = VEL^2 * WGT / (7000 * 32.174 * 2)
       SD = (WGT / 7000) / DIA^2
      MOM = VEL * WGT / (7000 * 32.174)
        Y = 1000: REM ROUND NOSE BULLET
     AREA = 3.14159 * (DIA/2)^2
       EF = DIAMETER EXPANSION FACTOR, RATIO
   GRAVITY = 32.17405

  WATER FORCE:
    WADCUTTER .83=Cd, MUSHROOMED .7=Cd, RND NOSE .57=Cd, CONE .52=Cd
    P = 1.9402723437# :REM WATER DENSITY
    FORCE = .5 * CD * P * ((PI * (DIA/2) ^ 2) / 144) * VEL ^ 2 , [POUNDS]
    PRINT "FORCE ="; FORCE; "POUNDS FORCE IN WATER"

  JAM PRESSURE IN BARS, REMOVE 14.5 FOR PSI
    JAM = .5 * P * VEL ^ 2 / 144 / 14.5

  PRACTICAL GAME WEIGHT, 0.4 * OGW, MIN GAME WEIGHT
  PRACTICAL GAME WEIGHT, 1.05 * OGW, MAX GAME WEIGHT
                       , 0.75 * OGW, MIN OPTIMAL
  DIVIDE OGW BY 3 FOR FRAGMENT VARMINT BULLETS

  ORIGINAL FORMULA FROM WWW.STUDIONET.IT, MORI
  KRUPP IRON PENETRATION, FMJ BULLET AGAINST MILD STEEL 
  M IN GRAM, V IN M/S, C IN CM, P IN CM
  E = M * (V ^ 2) / 19620
  P = .194 * (E ^ 3 / C ^ 5) ^ .25
  KRUPP = .000304 * (ENER ^ .75 / DIA ^ 1.25)


 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

  (DEER 1000, ELK 2000, MOOSE 3000 FT-LB, 0 OR SOMETIMES 100 YD)"
  (AFRICA MEDIUM 2200 (.275), HEAVY 3170 (.275), XHEAVY 3900(.362) FT-LB, 0 YD)"

  (AFRICA CARTRIDGE=.400 MIN DIA, .31 MIN S.D., 2400 FPS IDEAL VELOCITY)

 ------------------------------------------------

 AFRICA, 0 YARDS FTLB:
 THIN SKIN, LIGHT GAME,  250 LB,        MUZZLE ENERGY >  627 FTLB, .220       |
 THIN SKIN, MEDIUM GAME, 500 LB,        MUZZLE ENERGY > 2200 FTLB, .275       | OR .375
 THIN SKIN, HEAVY GAME,  1000 LB,       MUZZLE ENERGY > 3170 FTLB, .275 (.308)| OR .375
 THICK SKIN, EXTRA HEAVY GAME, 2000 LB, MUZZLE ENERGY > 3900 FTLB, .362       | OR .416

 ----------------------------

 muzzle energy                                                   caliber
 joules  ft-lb                                                   minimum
  5400   4000,  Big Game, Buffalo                                 .416
  2700   2000,  Antelopes, Eland, Kudu, Oryx, Wildebeest,         .375   
                Hartebeest, All species of exotic game.
  1350   1000,  Springbok, Duiker                                 .?

 Solid bullets are not allowed for hunting plains game. These may
 only be used for big game. Soft Nose bullets should be used for
 plains game

 -----------------------------------------------------------------

 P. O. Ackley table based on 'striking energy' at game ranges
 American                   African  Minimum  Adequate  Preferred
 Game                       Game     Ft-Lb    Ft-Lb     Ft-Lb
 -------------------------  -------  -------  --------  ---------
 Deer & Antelope            Impala   900      1200      1500
 Elk & Bear up to 600 lbs   Kudu     1500     2000      2500
 Large Bear & Moose         Eland    2100     2800      3500

 ----------------------------

 DEER, 1000 FTLB ON TARGET
 ELK,  2000 FTLB ON TARGET
 DEER, 1000 FTLB MUZZLE
 ELK,  1700 FTLB MUZZLE, .243" MIN.

 HANDGUN, DEER, 500 FTLB, MUZZLE, SOME STATES WANT 500 FTLB 100 YD
 HANDGUN, ELK,  500 FTLB, 100 YD, SOME STATES WANT 750 FTLB 100 YD

 -------------------

 Antelope and Small Deer (80 to 200 pounds)
   1,000 foot pounds of Kinetic Energy
 Moderate Deer and Sheep (200 to 300 pounds)
   1,200 foot pounds of Kinetic Energy
 Really Large Deer, Moderate Caribou, Black Bear (300 to 400 pounds)
   1,400 foot pounds of Kinetic Energy
 Really Large Caribou and Small Elk (400 to 500 pounds)
   1,800 foot pounds of Kinetic Energy
 Large Elk and Small Moose (500 to 800 pounds)
   2,300 foot pounds of Kinetic Energy
 Really Large Elk and Moderate Moose (800 + pounds)
   2,800 foot pounds of Kinetic Energy
 
  --------------------------------------------------------------------
          ENERGY             GAME WEIGHT
  Deer,  1000-1500 ft-lb        200LB
  Elk,   1500-2000              600LB             
  Moose, 2000-2500             1000LB
  Bear,  2500-4000 ft-lb,       500LB grizzly, kodiak, 900LB polar  
                                        
 ----------------------------------------------------

 GAME       BOW & ARROW ENERGY
 ---------  ---------
 SMALL      25 FT-LB  ARROW
 MED        40 FT-LB
 LARGE      65 FT-LB
 CAPE BUFF  96 FT-LB
 ELEPHANT  105 FT-LB, 850 GR ARROW

 --------------------------------------------------------------------------
 GAME WEIGHT:
 --------------------------------------------------------------------------
 For the purposes of the table below I selected the following weight classes
  as representative of commonly hunted animals:
 
  100 lb. (45 kilo)   game - pronghorn antelope, impala, small deer
  200 lb. (91 kilo)   game - mule deer, antelope, sheep, and goat species
  200 lb              game - large whitetail deer
  400 lb. (181 kilo)  game - caribou, red stag, hartebeest
  400 lb.             game - large black bear
  600 lb. (272 kilo)  game - elk, alg, kudu
  600 lb              game - zebra
 1000 lb. (454 kilo)  game - Alaskan moose, eland
  
 --------------------------
 
  COYOTE= 20-40 LB
  WOLF= 100 LB
  MULE DEER= 130_F, 170_M
  WHITE TAIL DEER= 130_F, 170_M
  BEAR= 300 LB,   350-500 LB
  GRIZ= 400_F, 500_M
  POLAR BEAR= 700_F, 900_M
  ELK= 1000 LB,
  MOOSE= 800_F, 1000_M
  AMERICAN BISON= 1000_F, 1500-2000_M

  KANGAROO= 100 LB
  LION= 350_F, 450_M LB.
  ZEBRA= 500-1200 LB
  CAPE BUFFALO= 1000_F, 1500_M
  RHINO SUMATRAN= 1500
  RHINO WHITE= 3000-5000LB
  HIPPO= 3000_F, 5000_M LB
  ELEPHANT= 10,000 LB

  ELEPHANT SEAL= 1500_F, 5000_M LB
  WALRUS= 2800_F, 4000_M LB
  STELLAR SEA LION SEAL= 770_F, 2400_M LB
  CALIF. SEA LION SEAL= 220_F, 600_M LB

  SEA OTTER= 50_F, 80_M LB

 ---------------

 MOUSE= 1 OZ
 NORWAY RAT= .5 LB
 BLACK TAIL RAT= .3 LB
 GROUND SQUIRREL= .5-1.5 LB
 GRAY SQUIRREL= .7-1.3 LB
 MUSKRAT= 2 LB
 BLK TAIL PRAIRIE DOG= 2-4 LB

 COTTEN-TAIL RABBIT= 2-3 LB
 BLK TAIL JACK RABBIT= 5-8 LB
 WHT TAIL JACK RABBIT= 7-12 LB
 EURO HARE= 6-12 LB
 OPOSSIM= 6-13
 WOODCHUCK= 5-10 LB
 GRY FOX= 5-7 LB
 RED FOX= 9 LB
 SKUNK= 5-10 LB

 RACOON= 11-20 LB
 PORCUPINE 8-40 LB
 COYOTE= 28-35 LB -45 LB
 BEAVER= 45-60 LB

 MOUNTAIN LION= 80-200 LB
 GRAY WOLF= 75-100 LB
 PRONG HORN ANTELOPE= 75-150 LB
 FALLOW DEER=90-175 LB

 WHITE TAIL DEER= 90-275
 MULE DEER= 110-440

 RUSSIAN BOAR= 400LB
 BLK BEAR= 220-500 LB
 GRIZZLY= 550-750 LB

 ELK= 460-1000
 BISON= 1000-2000

 -----------------------

 GAME WEIGHT:
   COYOTE=30, ANTELOPE=100, DEER=200, BLK BEAR=400, ELK=600, MOOSE=1000, LB

 ----------------------------

 Game Weight Table - weight ranges of male game animals.

      Game              Average  Very Large  Extreme
      African Elephant            13,000
      White Rhino         5,000    8,000
      Giraffe             2,600
      Black Rhino         2,100    2,860
      American Bison      1,600    2,000
      African Buffalo     1,000    1,600    3,000
      Polar Bear            900    1,100    1,550
      Muskox                775
      Moose                 600    1,000    1,800+
      Grizzly(& Brown) Bear 700    1,000    1,600+
      Elk                   500      800    1,100
      Zebra                 500      600
      Kudu                  500      600
      Wildebeest            500      600
      Lion                  330      500
      Black Bear            300      500     650+
      Hartebeest                     450
      Caribou               240      400     700
      Boar                  200      350     450+
      Jaguar                200      250     310
      Mule Deer             200      300     400+
      Goat                  190      280     310
      Sheep                 175      275     325+
      Cougar                150      225     250
      Wart Hog              140      175
      Whitetail Deer        125      225     350+
      Feral Pig             125      250
      Bushbuck              120              140
      Reedbuck              115
      Fallow Deer           110              440
      Axis Deer             110
      Impalla               100      120     140
      Antelope               90      110     150
      Grey Wolf              75      110     170
      Coyote                 35       40      45
      Javelina               30       60
      Duiker                          30
      Klipspringer                    30

      From 47th Lyman Reloading Manual page 142

 -------------------------------------------------------------------------

 Type of animal  Weight in lbs 
 --------------  -------------
 Springbuck         77
 Impala            145
 Fallow Deer       150
 Blesbuck          170
 Warthog           176
 Nyala             242
 Hartebeest        340
 Gemsbuck          440
 Lion              460
 Kudu              505
 Waterbuck         506
 Blue Wildebeest   540
 Eland           1,540
 Buffalo         1,725
 Rhino           4,730
 Elephant       12,550

 -------------------------------------------------------------------------

 DINASAURS:
  CHASMOSAURUS      3,000 LB
  STEGOSAURUS       6,000
  STYRACOSAURUS     6,000
  TRICERATOPS      14,000 
  TOROSAURUS       14,000
  SPINOSAURUS      14,000
  TYRANNOSAURUS    16,000 *
  CETIOSAURISCUS   20,000
  BAROSAURUS       50,000
  DIPLODOCUS       55,000
  Apatosaurus      66,000
  SUPERSAURUS     120,000
  BRACHIOSAURUS   120,000
  ULTRASAURUS     140,000
  SEISMOSAURUS    200,000  (1.25" solid, 8000 GR., 1800 FPS)
  ARGENTINOSAURUS 220,000

 -------------------------------------------------------------------------

 MINIMUM BULLET DIAMETER (INCH) VS. GAME WEIGHT (LB)                                
 100@.224, 200@.243, 400@.27, 800@.31, 2000@.36, 4000@.40, 8000@.45, 12000@.48, 24000@.54 (EXPANSION, 1.85 DIA AVG)
 100@.410      .45       .50      .57       .67       .74       .83        .89       1.00 (NO EXPANSION, NO TUMBLE, ROUND NOSE OR SPHERE)

 -----------------------------------

  .45" BULLET
      PERMANENT CAVITY DIAMETER:    | TISSUE DESTRUCTION WEIGHT: (15" LENGTH)
      ROUND NOSE = BULLET DIA x .66 | 26 GRAM  
      CYLINDER   =   "    DIA x .82 | 39 GRAM    
      MUSHROOMED = EXPAND DIA x .82 | 55 GRAM  ( MUSHROOM DIA x 1.4 ) 

 --------------------------------------------------------------------

 DIAMETER INDEX:
   (DIA_INDEX FORMULA, DEVELOPED BY STANLEY ADAMS, MAY 2003)

   DIA_INDEX = (DIA * BUL_EXP * 5.5) ^ 6
    "     "  = (DIA * BUL_EXP) ^ 6 * 27680
   DIA_INDEX IS GAME WEIGHT, IN LB
   BUL_EXP IS BULLET EXPANSION DIA. DIVIDED BY NON-EXPANDED DIA., RATIO
   DIA x 1.00, ROUND NOSE, NON EXPANDING
         1.22, CYLINDER OR SWC, AREA x1.5, NON EXPANDING, >70% FLAT  
         1.41, PISTOL, AREA x2.0, (1.5 TO 1.7 EXPANSION IF PISTOL)              
         1.58, PISTOL, AREA x2.5
         1.70, BOTH,   AREA x3.0, MUSHROOM EXPANSION MATCHED OPTIMAL GAME WEIGHT, WITH MEDIUM WGT (1.5) RIFLE BULLET @ 2400 FPS
         1.87, RIFLE,  AREA x3.5
         2.00, RIFLE,  AREA x4.0
         2.24, RIFLE,  AREA x5.0

  USE DIAMETER INDEX TO SEE IF EXPANDED BULLET DIAMETER IS ENOUGH FOR GAME WEIGHT,
  THEN USE 10% GELL PENETRATION TO CHECK IF PENETRATION IS ENOUGH. (DIVIDE BY EXPANSION DIAMETER RATIO SQUARED)

                           WEIGHT     WETPACK   GG   10%GELL
                           0.78  LB     1.90    1A      3.2
                           1.56  LB     2.39    1B      4.0
                           3.125 LB     3.02"   1C      5.03
                           6.25         3.80"   1D      6.33      
                          12.5          4.79"   1E      7.98     
                          25            6.05"   1F     10.1   
                          50            7.62"   1G     12.7   
                         100            9.57"   2L     16.0    *   
                         200           12.1"    2      20.2" 
                         400           15.2"    2M     25.3    *  
                         800           19.1"    3      31.8    * 
                        1600           23.8"    3D     39.7"      THIN SKIN
                        3200           30.0"    4      50.0"      THICK SKIN
                        6400           37.8"    4M     63.0"        "    "
                       12800           47.6"    4H     79.3"        "    "

 -----------------------------------------------------------------

 WGT_IDX:
     (WGT_IDX FORMULA, DEVELOPED BY STANLEY ADAMS, AUGUST 2003)

   DIA_INDEX WEIGHT = (DIA * BUL_EXP * 5.5) ^ 6,  POUNDS,  (5.5 IS IN DEFAULT.DFT)

 PEN_IDX:
   GELL_PEN = 6.25 * MOM / (DIA * BUL_EXP)^2   ,  INCHES
   PEN_IDX WEIGHT = GELL_PEN^3 / 40.2          ,  POUNDS,  (40.2 IS IN DEFAULT.DFT) 
   PEN_IDX WEIGHT = PEN_IDX WEIGHT * (1 / WTPKMUL ^ 3) [IF WTPKMUL <> 1 IN DEFAULT.DFT FILE]

   WGT_IDX = DIA_INDEX
   IF PEN_IDX < DIA_INDEX THEN WGT_IDX = PEN_IDX
     (A '*' IS SHOWN BEFORE GAME GUIDE, TO SHOW LIMITING TO PEN_IDX)

     WGT_IDX IS GAME WEIGHT IN POUNDS
     PEN_IDX IS GAME WEIGHT IN POUNDS
     BUL_EXP IS BULLET EXPANSION RATIO
     MOM IS MOMENTUM
     USE 1.0 FOR ROUND NOSE AND 1.22 FOR SWC OR CYLINDER NON EXPANDING BULLETS. >70% FLAT
     GELL AND WETPACK PENETRATION IS HALF IF BULLET TUMBLES

     " WTPKMUL, GELL PENETRATION AND PEN_IDX MULTIPLIER FACTOR:"
     " 1.0 = ORIGINAL, 12.6 INCHES GELL AT 50 LB GAME GUIDE 1G"
     "       AND 12.6 INCHES GELL GIVES 50 LB PEN_IDX"
     " 0.8 = MODIFIED, 10.1 INCHES GELL AT 50 LB GAME GUIDE 1G"
     "       AND 10.1 INCHES GELL GIVES 50 LB PEN_IDX"

 -------------------------------------------------------------------

 GELL AND PEN_IDX IS GOOD FOR HEART & LUNG SHOT (VARIABLES RIB AND
 SKIN THICKNES BETWEEN GAME GUIDES 1A TO 4H ARE NOT INCLUDED, THEY'RE UNKNOWN).
 FOR BONE PENETRATION USE A-SQR PEN OR BONE PEN.
 [4 & 8 BORE MUZZLE LOADER IS OK FOR ELEPHANT HEART & LUNG SHOT, BUT NO GOOD
    FOR HEAD SHOT]

 ----------------------------------------------------

   A-SQR PENETRATION (ASP), ELEPHANT HEAD SHOTS:
     ASP < 85     NO ELEPHANT HEAD SHOTS
     ASP 85-100   JUST SUITABLE
     ASP 100-120  WELL SUITED
     ASP 120-130  RELIABLE
     ASP > 130    TOP VALUE

 ---------------------------------------------------

 MUZZLE LOADER:
 .54 BLACK BEAR, GRIZZLY, MOOSE, BISON
 .50 CARIBOU, ELK, MOOSE
 .45 [NO RIFLING][BALL], BEAR, DEER 
 .44 [BALL] DEER

 ---------------------------------

 FEDERAL CARTRIDGES:
    GAME GUIDE, 1=VARMINT, 2= MEDIUM, 3=HEAVY, 4= EXTRA HEAVY

 --------------------------------------------------------

 WINCHESTER CARTRIDGES:
    Cartridge
    Game Selector Guide
    CXP Guide Number = Controled eXpansion Performance of Bullet
    Bullet Type
    Bullet Wt. Grs.
    Barrel Length
    Velocity in Feet Per Second (fps)
    (in.) Muzzle  100  200  300  400  500

   Game Selector Guide
   CXP Guide Number = Controled eXpansion Performance of bullet

   CENTERFIRE RIFLE BALLISTICS
   Game Selector Guide      |  CXP Class Examples
   --------------------        -------------------
   1  V - Varmint           | 1  Prairie dog , coyote, woodchuck  2-30 LB
   2L Antelope
   2  D - Deer              | 2  Deer, Antelope
   2  O-P - Open or Plains  |
   2M M - Medium Game       | 2  Black bear
   3  L - Large Game        | 3  Elk, moose
                            | 3D All game in category 3 plus
                            |    large dangerous game (i.e. Kodiak bear)
   4  XL - Extra Large Game | 4  Cape Buffalo, elephant
                            | M  Match

      P - Pest               P Rats
      1 - Small              1 Rabbit
      V-1 - Varmint          1 Prairie dog, coyote, woodchuck
      D-2 - Deer             2 Antelope, deer,  2M black bear
      O/P - Open or Plains   3 Elk, moose
      M-2 - Medium Game      3D category 3 plus large dangerous thin skin game (Kodiak bear)
      L-3 - Large Game
      XL-4 - XtraLarge Game  4 Cape Buffalo, elephant, dangerous thick skin

 -------------------------------------------------------------

  ORIGINAL TAYLOR INDEX GAME GUIDE
  ORIG   1-3    Crow, Squirrel, rabbit and skunk.                      1A
  ORIG   3-6    Prairie dog, ground hog and coyote.    
  ORIG   6-17   Antelope, mule deer and sheep - Open country.          2
  ORIG  17-20   White tail deer, black bear - Brush/Woods.             2M
  ORIG  20-40   Elk, moose, Grizzly bear.                              3
  ORIG  40-50   Lion and other thin skinned dangerous game.            3D
  ORIG  50-125  Rhino, elephant or other thick skinned dangerous game. 4
  ORIG 125-200  Any animal that roams the earth.                       4H

 -------------------------------------------------------

  ORIGINAL Thornily Stopping Power GAME GUIDE
  orig 45  Antelope                                                    2L
  orig 50  Deer                                                        2
  orig 100 Black Bear (To account for 350- 500 lbs. bear.)             2M
  orig 120 Elk, Moose, Kudu, Zebra, Large African Safari Plains Game   3
  orig 150 Lion, Leopard, Grizzly Bear, Brown Bear                     3D
  orig 250 Hippopotamus , Rhinoceros, Cape Buffalo, Elephant           4

 ------------------------------------------------------

  ORIGINAL ARNOLD ARMS RELATIVE PERFORMANCE INDEX
  ORIG 10-30 VARMINTS
  ORIG 30-50 LIGHT             2
  ORIG 50-70 MEDIUM GAME       2M  
  ORIG 70-100 HEAVY            3  - 3D 
  ORIG 100-150 DANGEROUS GAME  3D - 4

 ----------------------------------
 DEFAULT.LVL FILE:
       TLR,    TRN,    RSP,    MAT,    ARN,    ASS,    BEK,    BWS,    WOT,     OGW,    ACK,    WTR,    ASP,    BON,    PWD,    HWD,    GEL,    MOM,    IPS,    CPS,   RSPS,    HSP,    JOS,    SAB,    LT1,    LT2,    KRP
 1A  1.032,  5.448,  2.822,  4.367,  0.516,  1.411,  0.846,  1.579,  1.473,   0.780,  3.225,   37.8,  1.668,  0.741,  2.849,  2.163,   18.9,  0.143,   32.3,  1.246,  1.271,  1.411,  1.256,  6.574,  1.473,  8.019,  0.029
 1B  1.300,  6.864,  3.555,  6.933,  0.819,  2.240,  1.066,  1.990,  2.338,   1.560,  4.063,   60.1,  2.648,  1.512,  4.029,  3.434,   23.8,  0.180,   40.6,  1.570,  1.601,  2.240,  1.994,   10.4,  2.338,   12.7,  0.041
 1C  1.639,  8.651,  4.481,   11.0,  1.301,  3.558,  1.344,  2.508,  3.713,   3.124,  5.121,   95.4,  4.207,  2.874,  5.701,  5.454,   30.0,  0.227,   51.2,  1.979,  2.018,  3.558,  3.167,   16.6,  3.713,   20.2,  0.058
 1D  2.064,   10.9,  5.643,   17.5,  2.064,  5.643,  1.692,  3.158,  5.890,   6.240,  6.450,  151.3,  6.673,  5.200,  8.058,  8.652,   37.8,  0.286,   64.5,  2.492,  2.542,  5.643,  5.023,   26.3,  5.890,   32.1,  0.082
 1E  2.599,   13.7,  7.105,   27.7,  3.272,  8.945,  2.130,  3.977,  9.337,    12.5,  8.121,  239.9,   10.6,  9.094,   11.4,   13.7,   47.6,  0.361,   81.2,  3.137,  3.200,  8.945,  7.961,   41.7,  9.337,   50.8,  0.115
 1F  3.282,   17.3,  8.972,   44.2,  5.218,   14.3,  2.690,  5.022,   14.9,    25.1,   10.3,  382.6,   16.9,   15.6,   16.2,   21.9,   60.1,  0.455,  102.6,  3.962,  4.041,   14.3,   12.7,   66.5,   14.9,   81.1,  0.164
 1G  4.128,   21.8,   11.3,   69.9,  8.256,   22.6,  3.384,  6.317,   23.6,    49.9,   12.9,  605.3,   26.7,   26.2,   22.8,   34.6,   75.6,  0.573,  129.0,  4.984,  5.084,   22.6,   20.1,  105.2,   23.6,  128.3,  0.231
 2L  5.512,   28.9,   15.5,  110.5,   13.2,   37.1,  4.524,  8.670,   38.8,   101.3,   16.8,  919.0,   40.6,   41.3,   30.8,   51.2,   93.3,  0.745,  167.8,  6.833,  6.970,   37.1,   33.1,  168.7,   38.8,  205.6,  0.312
 2   8.722,   44.1,   27.5,  165.1,   20.9,   65.9,  7.154,   15.4,   68.8,   201.6,   23.7, 1156.4,   51.0,   51.9,   34.5,   57.4,  104.6,  1.051,  236.6,   12.1,   12.4,   65.9,   58.7,  266.8,   68.8,  325.3,  0.350
 2M   13.7,   67.2,   48.4,  245.6,   33.0,  116.3,   11.3,   27.1,  121.4,   398.3,   33.3, 1451.0,   64.1,   65.2,   38.7,   64.3,  117.2,  1.477,  332.6,   21.4,   21.8,  116.3,  103.5,  420.2,  121.4,  512.2,  0.392
 3    22.0,  103.7,   87.1,  370.3,   52.7,  209.1,   18.0,   48.8,  218.4,   805.6,   47.3, 1834.9,   81.0,   82.4,   43.5,   72.3,  131.7,  2.100,  473.0,   38.5,   39.2,  209.1,  186.1,  671.9,  218.4,  819.1,  0.441
 3D   34.6,  157.7,  153.5,  550.6,   82.9,  368.5,   28.3,   86.0,  384.8,  1589.9,   66.5, 2301.8,  101.6,  103.4,   48.7,   81.0,  147.5,  2.951,  664.6,   67.8,   69.2,  368.5,  328.0, 1057.1,  384.8, 1288.9,  0.494
 4    55.1,  242.8,  275.0,  828.2,  132.2,  660.1,   45.2,  154.0,  689.5,  3201.0,   94.3, 2906.1,  128.3,  130.5,   54.7,   91.1,  165.8,  4.187,  943.0,  121.5,  123.9,  660.1,  587.5, 1685.8,  689.5, 2054.9,  0.555
 4M   87.4,  372.0,  489.6, 1240.0,  209.7, 1175.0,   71.7,  274.2, 1227.3,  6394.1,  133.3, 3660.0,  161.6,  164.4,   61.4,  102.2,  186.1,  5.917, 1332.7,  216.2,  220.5, 1175.0, 1045.8, 2673.8, 1227.3, 3259.3,  0.622
 4H  138.5,  569.5,  870.5, 1855.1,  332.4, 2089.2,  113.6,  487.5, 2182.0, 12755.3,  188.2, 4607.6,  203.4,  206.9,   68.9,  114.6,  208.8,  8.358, 1882.3,  384.4,  392.1, 2089.2, 1859.5, 4236.8, 2182.0, 5165.1,  0.698
 5   220.0,  873.8, 1551.8, 2781.4,  527.9, 3724.4,  180.6,  870.0, 3894.1, 25548.8,  266.4, 5803.8,  256.8,  260.9,   77.4,  128.8,  234.6,   11.8, 2664.0,  685.3,  699.0, 3724.4, 3315.0, 6737.2, 3894.1, 8204.3,  0.784

 -----------------------------------------

 PROPORTIONAL BULLET v1.1, PROBUL11.EXE
   BALL = SPHERICAL LEAD BALL
   R-L = RIFLE  LIGHT BULLET
   R-M = RIFLE  MEDIUM BULLET
   R-H = RIFLE  HEAVY BULLET
   P-L = PISTOL LIGHT BULLET
   P-M = PISTOL MEDIUM BULLET
   P-H = PISTOL HEAVY BULLET

   PROBUL.DTA FILE:
   40             NUMBER OF CALIBERS IN LIST
   1,2...39,40    CALIBER LIST, DELIMITED BY COMMAS
 
------------------------------------------

 BASEBALL:
   2.9" DIAMETER
   2240 GRAINS WEIGHT
   117.3 FPS, 68 FTLB, FAST BALL (80 MPH)
    60   FPS, 18 FTLB, LOB  BALL (40 MPH)
    26 ACKLEY MOM

 NON-LETHAL RUBBER BALL, FLASH BALL
   1.73" DIAMETER = 44 MM
   2.64" DIAMETER EXPANDED = 67 MM
   432 GRAIN = 28 GRAM
   148 FT-LB = 200 JOULE AT 2.5 METER
   400 FPS
   17 ACKLEY MOM

    RUBBER BALL, MR-35 PUNCH GUN
    35 MM 
    322 GRAINS
    370 FPS
    110 FT-LB
    25 YARDS EFFECTIVE RANGE
    
 -------------------------

 15.432 GRAINS = 1 GRAM
 0.74 * JOULES = 1 FT-LB
 FEET / 3.2808 = 1 METER

 -----------------------------------------------------

 WET NEWSPAPER PENETRATION:                 WET          10% GELL, NO EXPANSION, WET/0.6
                                          -------        -------
   LIGHT GAME    50 KG = 110 LB | 240 MM =  9.4"   2L     15.7"
   MEDIUM GAME  150 KG = 330 LB | 360 MM = 14.2"   2M     23.7"
   HEAVY GAME   350 KG = 770 LB | 480 MM = 18.9"   3      31.5"

     above from www.mindspring.com/~ulfhere1/methods.html
     "Shooting Holes in Wounding Theories:", "The Mechanics of Terminal Ballistics"

     0.6 multipier from data at "Penetration Test at the Linebaugh Seminar", by Kent M. Batchelor

   GAME WEIGHT= GELL_PEN^3 / 40.2    (GELL_PEN IN INCH, GAME WGT IN LB)

 ----------------------------------------------------------------

 WET NEWSPAPER, WETPACK,  MULTIPLY PEN BY .7937 IF WEIGHT DOUBLES [ 1/(2^.3333) ]
 WETPACK = 10%GELL * 0.6,   (0.6 IS IN DEFAULT.DFT)

                           WEIGHT     WETPACK   GG   10%GELL
                           0.78  LB     1.90    1A      3.2     THIN SKIN
                           1.56  LB     2.39    1B      4.0      "    "
                           3.125 LB     3.02"   1C      5.03     "    "
                           6.25         3.80"   1D      6.33     "    "
                          12.5          4.79"   1E      7.98     "    "
                          25            6.05"   1F     10.1      "    "
                          50            7.62"   1G     12.7      "    "
                         100            9.57"   2L     16.0      "    "
                         200           12.1"    2      20.2"     "    "
                         400           15.2"    2M     25.3      "    "
                         800           19.1"    3      31.8      "    "
                        1600           23.8"    3D     39.7"    THIN SKIN
                        3200           30.0"    4      50.0"    MAYBE ADD MORE FOR THICK SKIN
                        6400           37.8"    4M     63.0"      "    "   "    "    "    "
                       12800           47.6"    4H     79.3"      "    "   "    "    "    "

 ---------------------------------------------------------------------------
 
 10% GELL * .6  = WET NEWSPAPER  (1000-1500 FPS PISTOL CAST BULLET, .45-.51, NO TUMBLE, +-15%)
 10% GELL * .33 = WET NEWSPAPER  (2000-2500 FPS RIFLE SOLID BULLET, .45-.51, TUMBLE)
   0.6 multipier from data at "Penetration Test at the Linebaugh Seminar", by Kent M. Batchelor

 ---------------------------------------------------------------------------

 AFRICAN CAPE BUFFALO:
   G_G     TKO
   3     MARGINAL
   3D    GOOD
   4     EXCELLENT
        
---------------------------------------

 HUMAN SKIN PENETRATION
   .177 PELLET, 8.25 GRAIN,   330 FPS
   .22  PELLET, 16.5 GR,      245 FPS
   .355 RND NOSE, 113 GR,     190 FPS
   .452 LEAD SPERE, 8.5 GRAM, 230 FPS
   8.5 MM SPHERE, 8.5 GRAM,   234 FPS
   .125 STEEL SPHERE, 2 GR,   170 FPS
   LEAD SPHERE,       7 GR,   161 FPS
   LEAD BULLET,     150 GR,   125-150 FPS
   SKIN                       160 FPS
