I just dropped 2 dwarves down 59 z-levels. They took 62 ticks until impact. Both were fully disassembled, as expected.
Only one was immediately reported as dead, the other is missing. I guess one lived enough longer to report the first one as dead? Seems unlikely, since they both fell at the exact same rate. Probably a list processing artifact. They were on level 19 at tick 61, but still showing a blue background indicating they were still in flight. So if one got processed before the other within the tick, the second one would be in the same square and still falling when the first one's impact was processed. Then the second one was processed and there was no one alive nearby when his impact was handled, so he was marked as missing. That's my guess.
Based on the new data, I now calculate the value of g to be .032075 ± .000015 Z-levels/tick
2. I also noticed that there appears to be a slight vertical offset in the level. The timing of the changes from one z-level to the next makes it look like the dwarf started out around 0.3 tiles below the top of the starting point. I'm guessing that's the top of the dwarf's head, and he doesn't appear in the next tile down until the top of his head is below the bottom of the tile he is leaving.
What I mean is that he appears on the first level down when my calculations (based on the value of g above) say he should be at .079, And he appears on the second level when he should be at 1.94, and so on. But if I go with a higher value of g to make those number work, then he ends up way off later on. So i played around with values of g and with offsets and found:
with g at 0.3205, no offset value would work all the way from level 0 to level 59.
With g at 0.3206, an offset of 0.31 worked all the way down.
With g at 0.3207, 0.30 or 0.31 worked.
With g at 0.3208, 0.29 or 0.30 worked.
With g at 0.3209, only 0.29 worked.
With g at 0.3210, no offset worked all the way down.
So that's what I'm basing my estimate of g being .032075 ± .000015 Z-levels/tick
2 on. It's somewhere between .3206 and .3209, because those are the only values that work.
However, if one assumes that the offset is exactly 0.300000, then g can range from 0.320646 to 0.320881, which gives an estimate of 0.3207635±.00001175 z-levels/tick
2. That's based on the assumption that Toady has defined the dwarves' height to be a nice round 70% of the height of a z-level. But if he picked a nice round number like that, why did he pick such an odd number for the value of g? It probably becomes a nice number when you convert it into the correct units.
Each tick is 72 seconds (based on 1200 ticks/day). Assuming g is 9.8m/sec
2, that would make each z-level something like 1500km, which obviously isn't the case. But if you make each level be 2 meters (so a dwarf is 1.4 meters), then you get a g of .000012 m/sec
2, which is also unreasonable. So whatever we get won't be reasonable because of the time factor. So Toady must have just picked something that would work for gameplay purposes (which is exactly what he should have done).
When I do longer drops I should be able to narrow it down more. Not that anyone is likely to really care about digits 5 or more places to the right of the decimal point.
Whichever value of g you pick from the ranges I've narrowed it to, you still end up with the dwarves moving at 1.99 z-levels per tick when they've fallen 59 levels. I need to dig deeper to see if they'll eventually get going faster than 2 levels per tick. But so far they seem to be continuing to accelerate at a constant rate all the way down. No sign of wind drag.
Nothing bounced more than 2 z-levels up this time, but the only thing that got that high was moving sideways fast enough to hit a wall there, so that probably explains it. the one I saw go up 11 levels in a previous test went all the way up in the same tile that it started. and only moved one tile sideways once it started down. The item I watched this time also took 6 ticks for each level it traversed, both upward and downward. When I get down to the bottom level that I can dig to, I'll probably dig our a nice 40x40x20z chamber so I can let parts fly as far as they want to go without hitting walls.
At this point I'm going to continue digging downward, and I'm also going to start dropping other creatures, plus some inanimate objects to see if they fall differently. Based on the way limbs and heads fly, I suspect it may be the case. Or maybe the bouncing body parts are just using old code made for this special case and Toady missed it in the parabolic arc changes.