Ah, I forgot about the 'rubbing' parameter. It looks like it is set to full, so the particle should go exactly with the wind.
The reason I said it should be 1 instead of 1.1 is because the script calculates the velocity as though there was only 1 second between when the particle was created and when it disappeared:
velocity = distance travelled / time elapsed
distance travelled = sqrt (_dx^2 + _dy^2)
time elapsed = 1.1
velocity = sqrt (_dx^2 + _dy^2) / 1.1
But in the script, velocity (_dist) is NOT divided by anything (i.e. it is only divided by one).
On second thought (as I type this), the values for _dx and _dy are returned by a different script (run from the dropped particle with a delay of 1 second). So in fact the delay in the script could be anything and it would still work. I stand corrected.
@Raptorsaurus
The parachute idea is brilliant! It is much, much cleaner than dealing with drops... I definately like it. But assuming the parachute's speed is proportional to the wind, then couldn't you just multiply it by a constant to get the true windspeed? I suppose I could do some experimenting, finding the "true" windspeed with this script, and comparing it to the speed of the parachute.
One quick Q though: is there a "ceiling" on how high you can place the parachute? Unless you can place it at essentially infinite height, then eventually the chute will hit the ground...