This old one still works, although it could be cleaned up more.
https://www.construct.net/en/forum/construct-2/how-do-i-18/parabolatracjectory-tracing-55313#forumPost493367
Here's a cleaned up version. The y acceleration is the gravity*50. Why? because the units with the physics behavior are wonky aka scaled. It will still be off slightly from the physics behavior's path and I figure the only way to make match perfectly would be to use js to load box2d, set it up identical to how the physics behavior uses box2d, run n amount of simulation steps.
https://www.dropbox.com/scl/fi/htkostz6pa29v65ytxzh6/perdicted_path.capx?rlkey=abgmmli99t6y2izahqwt47fkd&dl=1
Here's a test to figure out the differences of the physics behavior units.
https://www.dropbox.com/scl/fi/f8pecd2r8hrltfh2z3zhn/physics_units_compare.capx?rlkey=qx9mgkfesim7w6zufvecgi13m&dl=1
Finally if you want to set the acceleration from a force you'd do it like this:
mass = density*area /50
acceleration = force*50*50/mass
The density is the mass property in the editor.
The first example is closest to what I'm looking for, but none of the examples are quite right. The second just seems to be based on a rotating 'cannon' with no change to strength.
The first is great, but I can't quite figure out why the angle is clamped, and applying any additional force breaks everything entirely. However, I love the fact that it pretty much always collides with the mouse. That's smart.
The closest I've come is an Angry Birds clone "tutorial" I found... but I feel like the creator simply brute forced things into working, rather than coming up a good method.
No idea why it's listed as a tutorial, let alone a beginner tutorial, seeing as I've been unable to figure out a lot of things, there are no steps and no comments. I mean, that 7.1 scale just appears to be a random number that luckily fixes things.
https://www.construct.net/en/tutorials/angry-birds-clone-2615?highlight=62670#comments
In the game I'm working on, the Ship has momentum, and is turn based. So rather than gravity, it's 'flying' toward a marker. When you end your turn after repositioning the marker, the ship restores its velocity, but if you've moved the marker, it will start applying a force toward that. Essentially, gravity is a point in space, rather than a constant direction.