Skip to content
TACTICAL FIRE CONTROL // MK-IV BALLISTIC COMPUTER

Iron Nest Ballistic Calculator & Firing Solutions

Input target distance and objective classification to compute propellant charge bag requirements, direct low-arc versus plunging high-arc gun elevation angles, and shell flight timings for IRON NEST: Heavy Turret Simulator.

QUICK ANSWER // FIRING SOLUTION PROTOCOL

Select target range to calculate optimal propellant charge bags (1 to 6), low-arc direct elevation, high-arc plunging fire, and shell flight time. Reference verified tutorial solutions or compute solutions for all 15 campaign missions.

Verified M01: 8.91 km → 2 Bags / 53.5° Verified M02: 13.80 km → 3 Bags / 52.3° Max Fortress Range: 32.0 km
406MM BALLISTIC FIRE CONTROL COMPUTER
ACTIVE SOLVER // v1.0 BUILD
TARGET DISTANCE (RANGE) 10.13 km
KM
MISSION QUICK PRESETS:
BALLISTIC FIRING SOLUTION COMPUTED
PROPELLANT CHARGE 3 Bags Bracket: 10-15 km
FLIGHT TIME (EST.) 39.4 s V0: -- m/s
DIRECT ELEVATION (LOW) 48.2° Direct sight trajectory
PLUNGING ELEVATION (HIGH) 61.8° Deck/casemate drop
OPTIMAL AMMUNITION LOAD:
HCHE (Heavy High Explosive)
Cratering blast wave to fracture reinforced concrete bunker embrasure.
TRAJECTORY CROSS-SECTION Apex: -- m
NEST TARGET

§ All 15 Campaign Missions Firing Reference

15/15 OPERATIONAL PROFILES

This master table compiles distance parameters, required propellant charges, verified baseline elevations, and ammunition configurations across all campaign chapters. In non-tutorial missions, hostile spawns shift per run: measure targets precisely on the tactical plot before loading the breach.

MISSION ID CHAPTER NAME RANGE CHARGES ELEVATION TIME PRIMARY ROUND STATUS
M01 Calibration Fire 8.91 km 2 Bags 53.5° 38s HE VERIFIED
M02 Fire & Light 13.80 km 3 Bags 52.3° 44s STAR + HE VERIFIED
M03 Liberation 6.40 km 2 Bags 49.8° 32s HE WORKED EXAMPLE
M04 Counter-Battery 10.13 km 3 Bags 48.2° 39s HCHE WORKED EXAMPLE
M05 Iron Road 18.50 km 4 Bags 54.6° 52s AP WORKED EXAMPLE
M06 Siege of Cartagena 15.20 km 4 Bags 48.9° 46s HCHE WORKED EXAMPLE
M07 The Gorge 11.40 km 3 Bags 47.5° 41s SMK + HE WORKED EXAMPLE
M08 Rock of Gibraltar 21.00 km 5 Bags 51.8° 56s APHE WORKED EXAMPLE
M09 Dead Reckoning 14.60 km 3 Bags 56.1° 48s TGAS + HCHE WORKED EXAMPLE
M10 Phantom Battery 12.30 km 3 Bags 49.6° 42s STAR + AP WORKED EXAMPLE
M11 High Tide 24.20 km 5 Bags 57.0° 61s APHE WORKED EXAMPLE
M12 Fire on Call 9.80 km 2 Bags 55.8° 40s HE WORKED EXAMPLE
M13 Blind Fire 16.70 km 4 Bags 51.6° 49s HCHE WORKED EXAMPLE
M14 Final Harvest 22.40 km 5 Bags 54.4° 58s APHE WORKED EXAMPLE
M15 White Shells 28.50 km 6 Bags 58.4° 67s All Ammunition WORKED EXAMPLE

§ Ammunition Types & Penetration Profiles

7 ARTILLERY MUNITIONS

Selecting improper ammunition causes mission failure. HE shells deal zero kinetic damage to armored locomotives, while AP penetrators over-penetrate light tents without exploding. Refer to this penetration and blast doctrine:

MUNITION SHELL NAME BLAST RADIUS PENETRATION PROFILE TACTICAL EMPLOYMENT
HE High Explosive ~0.14 km Light / Unarmored Soft infantry, supply tents, spotter nests — Maximum fragmentation radius against exposed personnel
HCHE Heavy High Explosive ~0.32 km Medium / Fortified Bunker casemates, rail switches, building cover — Deep cratering shockwave cracks concrete walls
AP Armor-Piercing ~0.06 km Heavy / Kinetic Armored train boilers, heavy gun shields — Kinetic core penetrates armor plate before detonating
APHE Armor-Piercing HE ~0.25 km Maximum Citadel Warship hulls, underground bunker magazines — Delayed fuse detonates after breaching inner bulkheads
STAR Illumination Star None (Illumination) Non-Lethal Night operations, target verification, spotters — Parachute flare reveals target coordinates in darkness
SMK Smoke Screen ~0.80 km Screen Tactical Cover Blocking enemy spotters, concealing turret move — Densely blocks optical visual contact across defiles
TGAS Tear Gas Dispersal Bunker Fill Zone Chemical Flush Subterranean tunnels, M09 Dead Reckoning route — Forces garrisoned hostile gunners out into open sight

§ Dual-Gun Left/Right Elevation Offsets

The Iron Nest fortress mounts twin 406mm naval rifles on an independent elevation carriage. Firing both barrels simultaneously induces significant hydraulic recoil shudder, throwing off subsequent targeting alignment:

1. STAGGERED SALVO
Always fire barrel A first, allow 2.5 seconds of hydraulic fluid dampening, then trigger barrel B to maintain sighting zero.
2. BORESIGHT CORRECTION
The left and right barrels sit 4.2 meters apart. At ranges under 8 km, adjust azimuth by +0.3° on the right barrel to converge fire.
3. EMERGENCY RELOCATION
When the Counter-Battery timer expires, moving the fortress resets barrel coordinates. Pre-calculate firing cards before triggering relocation.

§ All 4 Campaign Endings & Firing Triggers

Mission 15 (White Shells) branches into four divergent strategic endings based on ammunition selection, telegram compliance, and civilian casualty mitigation:

ENDING 1: IRON FORTRESS (Standard Victory)

Follow standard headquarters orders in M15. Neutralize all enemy warships with heavy APHE barrages.

ENDING 2: CEASEFIRE ACCORD (Secret Telegraph)

Refrain from destroying the communications relay tower in M13. Intercept the peace broadcast and hold fire on approaching escorts.

ENDING 3: CHEMICAL QUARANTINE (TGAS Route)

Deploy non-lethal TGAS canisters into the mountain tunnels in M09. Capture the rebel command staff intact without detonating the citadel.

ENDING 4: THE SILENT OPERATOR (Zero Collateral)

Complete all 15 campaign missions with 100% first-salvo hits and zero civilian hospital or warehouse damage.

SPONSORED

§ Ballistic Firing Solutions FAQ

? How does propellant charge count affect elevation in Iron Nest?

Each propellant charge bag increases muzzle velocity across distinct range brackets (Charge 1: 0-5 km, Charge 2: 5-10 km, Charge 3: 10-15 km, Charge 4: 15-20 km, Charge 5: 20-25 km, Charge 6: 25-32 km). Using the correct charge ensures your elevation angle falls within the optimal 45° to 60° ballistic envelope without barrel over-pressure.

? What is the difference between Low-Arc direct fire and High-Arc plunging fire?

Low-Arc fire delivers projectiles along a flatter trajectory with shorter flight times, ideal for moving railway targets or counter-battery duels. High-Arc plunging fire lobs heavy shells steep over coastal mountain ridges and island obstacles, dropping vertically through warship deck armor and bunker roofs.

? Why do M01 and M02 solutions remain fixed while other missions vary?

M01 Calibration Fire and M02 Fire & Light serve as fixed tutorial training grounds where target coordinates (8.91 km and 13.80 km) and weather conditions are strictly deterministic. In missions M03 through M15, target positions, wind vectors, and hostile spawn sectors vary dynamically per playthrough.

? Which ammunition round should be selected against fortified bunkers?

Against reinforced concrete bunkers and armored railway guns, load HCHE (Heavy High Explosive) or APHE (Armor-Piercing High Explosive). Standard HE shells disperse fragmentation over a 0.14 km radius but lack the structural penetration needed to crack heavy bunker casemates.

ADVERTISEMENT

Verified by the Iron Nest Wiki editorial team · Data cross-checked against the official Steam build