lol, i should have been more clear about what i was doing with all that stuff.
Triggerhappy: as you know acceleration is the change in velocity per 'unit' time (ie 1 second.) So what the results say is, having let the object drop for 1 second, it attained a downwards velocity of 12.65 ms-1. So the change in velocity was 12.65 ms-1/1s. Vector is 12.65 down, units are ms-1/s = ms-2.
This wasn't accurate tho, as i didn't take air resistace into account, as i mentioned before.
HateR_Kint:
I pretty much said most of it in the first post, but i'll explain it in more detail here.
Working on a script. The script camcreates a bullet. The bullet moves a long a path, from a starting point towards an end point. This is designed to check for solid obsticles between the start and end, like a 'raytrace'. The problem lies in that the bullet travels so fast, it can go along way in the space of ~0.0001. Instead of doing a check this way and getting big inaccuracies, i was looking for another way. Cap suggested that, knowing the bullet's velocity and everything, we should be able to calc the point of impact simply by knowing how long it was in the air for. The problem with this is that actually timing the time using script is really unreliable.
The script itself is in a thread in the ideas board, started by Clees, called Urban Areas... Obsticles
So atm im looking for a better way to get the bullet's pos, right before it hits something.