Originally posted by

**Trcioo**View PostBasically you either convert all inputs into metric and then multiply results - to get it in cm again (a factor of 100 for Force and 10000 for Torque). Or just use Unit Conversion which was calculated in following way: [kg/m3]*[m^2] -> [kg/cm3]*[cm^2] -> 0.000001 * 10000 = 0.01

So with Unit Conversion, the output is already in proper UE4 scale for Force calculation, but it's valid only for this specific air drag formula:

1/2 * Ro * V^2 * S * Cd

Unit Conversion handles Ro (air density) and S (area) being inputted in meters.

So keep velocity in cm/s but re-calculate areas in m^2. Ideally you should take into account mass as well. The output of the formula is force. So acceleration will be Force/mass. Basically, heavier projectiles are harder to slowdown by airdrag.

## Comment