Weapons & Gunnery
What this tool solves, what it deliberately does not, and the gunnery behind the numbers it prints.
This page contains no invented weapon statistics. Everything below is either taken from the calculator itself or is general gunnery that holds regardless of the game. Muzzle velocities, shell weights and per-weapon range tables are not published here, because guessing them would put rounds in empty fields. The only range data worth trusting is what you measure off your own sight — which is exactly what the CAL screen is for.
The two profiles
The calculator ships with exactly two weapon profiles, and they are not interchangeable.
High-angle indirect fire. Short to medium range, steep arc, lands almost vertically — which is how it reaches targets behind cover.
Profile note, verbatim from the app:
“Enter measured range/MIL pairs in CALIBRATION.”
Flatter, longer indirect fire. A different barrel, a different propellant load, and therefore a completely different range-to-elevation relationship.
Profile note, verbatim from the app:
“Separate curve — never mix with mortar data.”
Mixing measurements from different weapons, or different charges, into one profile. Every weapon and every charge has its own curve. Two points from a mortar and two from an artillery piece do not average into something useful — they produce a curve that matches neither, and it will miss at every range, not just the ones you mixed.
What about tanks?
Tanks, autocannons and rifles are direct fire: you can see the target, you put the crosshair on it, you shoot. There is no bearing to compute and no map arithmetic to do, because the gunner's eye is already doing the job this tool does.
This calculator solves the indirect fire problem — hitting something you cannot see, from map coordinates alone. That is a genuinely different task, and it is why the app has a mortar profile and an artillery profile and nothing else.
If a future build adds another indirect-fire weapon, it gets its own profile and its own measured curve, the same as these two.
Gunnery fundamentals
Bearing
The direction from your gun to the target, measured clockwise from north and expressed in
degrees, 000 to 359. North is 000, east 090,
south 180, west 270. The app prints it with the cardinal letter beside
it so you can sanity-check the direction at a glance before you traverse.
Range
The horizontal ground distance from gun to target — not the distance the shell travels through the air, which is longer. The app derives it from the two sets of map coordinates and your map scale, so a wrong map scale shows up as every range being wrong by the same proportion.
Mils and elevation
A mil is a small angular unit used for gun elevation, because degrees are too
coarse for laying a barrel. Your sight's MIL ladder is the elevation scale and the
RNG ladder beside it is the range scale — the sight is doing the
range-to-elevation conversion for you, row by row.
Read the mil values off your own sight rather than assuming a standard. Different systems divide the circle differently, and the only figures that matter are the ones your sight actually shows.
Why the curve is not a straight line
Doubling the range does not double the elevation. Gravity acts over flight time, drag grows with speed, and the result is a curve — which is why the app is careful about the edges of your measured data:
ALLOW BALLISTIC EXTRAPOLATION — verbatim from the app: “Off by default. Real ballistic curves are not linear, so anything beyond your measured points is a guess — it will be tagged EXTRAPOLATED.”
That default is the right one. Inside your measured points the app interpolates along a real curve you proved; outside them it is extending a line into territory you never tested.
High angle and low angle
For most ranges there are two elevations that will reach the same spot: a flat, fast shot and a steep, slow one. They have very different flight times and very different behaviour over obstacles. They are also separate curves — never record both into one profile.
The map board
The MAP tab replaces typing with tapping: tap to place the gun, tap to place the target, and drop markers to keep track of what you have spotted.
The marker set is:
TOWER 1 TOWER 2 TOWER 3 ENEMY FOB VEHICLE INFANTRY
Load your own map screenshot as a backdrop under SET > BACKDROP, then calibrate it so taps translate into real coordinates.
Known map scale
| Map | Grid | Size | Coordinate range | Scale |
|---|---|---|---|---|
| Bakurani | 1 km = 10 units | 16 × 16 km | 0 – 160 | 100 m / unit |
This is the only map scale that has been confirmed against an in-game grid. Other maps are not listed because nobody has verified them yet — if you check one, the method is in the guide, and the field board is the place to post what you measured.