This is how the math works out.
Suppose your SD is 5.0
For 30 cal if you add +/- 1 kernel of randomness to your loading process that's +/- 1 fps random error which is an SD of 0.5 fps.
That will change your SD to be:
square root ( 5 x 5 + 0.5 x 0.5 ) = 5.025 fps
At 1000 yards 1 fps = 0.03 moa of elevation
Expected 20 shot extreme spread is 4 times the SD.
So the velocity component of your group size has gone from 0.6 to 0.603
The non-velocity component of your group is say 0.3 moa on a good day.
So the final group size will be
sqrt (0.3 x 0.3 + 0.6 x 0.6) = 0.6708 moa without the 1 kernel error
sqrt (0.3 x 0.3 + 0.603 x 0.603) = 0.6735 moa with the 1 kernel error
It will increase your group size by 0.4 %.
Suppose your SD is 5.0
For 30 cal if you add +/- 1 kernel of randomness to your loading process that's +/- 1 fps random error which is an SD of 0.5 fps.
That will change your SD to be:
square root ( 5 x 5 + 0.5 x 0.5 ) = 5.025 fps
At 1000 yards 1 fps = 0.03 moa of elevation
Expected 20 shot extreme spread is 4 times the SD.
So the velocity component of your group size has gone from 0.6 to 0.603
The non-velocity component of your group is say 0.3 moa on a good day.
So the final group size will be
sqrt (0.3 x 0.3 + 0.6 x 0.6) = 0.6708 moa without the 1 kernel error
sqrt (0.3 x 0.3 + 0.603 x 0.603) = 0.6735 moa with the 1 kernel error
It will increase your group size by 0.4 %.
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