Starting with basic movement equation:

y = y0 + (vy0 * t) + (0.5 * g * t)

--> (vy0 * t) = y - y0 - (0.5 * gt)

--> vy0 = [ (y - y0 - (0.5 * gt) ] / t

I then set the bullet behavior angle to 270 degrees, and the speed to the absolute value of vy0, and the gravity to g. But it travels way past the point which I had intended to be the apex of the curve.

Here is the code:

Here is the capx:

Ballistics Capx

What am I missing?

-- cacotigon