Fire control

IRON NEST ballistic calculator

Type the range to the target. You get the gun elevation for every powder charge that reaches it, and what each option costs in requisition. No sign-up, nothing stored.

Firing solution

m

Measured from the NEST to the target with the pencil tool, not from a spotter.

grids

One lettered grid square is 1000 m; one sub-grid square is 100 m.

Every charge that reaches this target. Fewer charges is cheaper and steeper; more charges is flatter and arrives sooner.
ChargesMax rangeElevationRequisitionNotes
The IRON NEST elevation device in-game: a distance readout showing 07.5 km, powder charge selector buttons numbered 1 to 6, and a Calculate Required Elevation dial, with the operator's notebook beside it.
The in-game device this calculator mirrors. It answers one charge count at a time; the tool above answers all of them at once. Screenshot: IRON NEST: Heavy Turret Simulator.

How the calculation works

IRON NEST does not model a real ballistic arc that you have to solve. It uses a straight proportion, which is why the maths is doable in your head once you see it:

elevation = (range ÷ max range for the loaded charge) × 60°

Every powder charge you ram adds 5 km of maximum range, up to 6charges and 30 km. So the max range term is just charges × 5000, and 60° is always full range for whatever you have loaded.

Worked example. The target is 9,000 m out and you have three charges rammed. Three charges reach 15,000 m, so the elevation is (9,000 ÷ 15,000) × 60 = 36°. Load four charges instead and the same target needs (9,000 ÷ 20,000) × 60 = 27°.

The mistake that costs most people their first counter-battery run

The range you put into this calculator is the range from your gun to the target. A spotter reporting "bearing 138, range 4,200" is describing the line from the spotter to the target. Those are two different triangles. Plot the target first, then measure a fresh line from the NEST to it — that line is what the gun needs. See triangulation.

Doing it without the calculator

Mid-mission you will not want to leave the turret. Because the formula is a straight proportion, each charge count collapses to a single multiplier you can apply to the range in kilometres:

ChargesMax rangeMental shortcutExample
15 kmrange in km × 123 km → 36°
210 kmrange in km × 65 km → 30°
315 kmrange in km × 48 km → 32°
420 kmrange in km × 310 km → 30°
525 kmrange in km × 2.413 km → 31.2°
630 kmrange in km × 215 km → 30°

Three charges is the one worth memorising: multiply the range in kilometres by 4. It covers most of the campaign, and it is exact rather than an approximation.

Which charge should you actually pick?

Any charge count at or above the minimum will reach. They are not equivalent, though:

The calculator flags both of those cases in the notes column so you can see the trade at a glance.

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Sources

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