Read Each Value by Its Role
Distance describes separation on the tactical map. Devlog #2 illustrates a readout as 1.25 km. That number shows a format and kilometer unit, not a standing target distance. Bearing is horizontal direction; the Devlog's 083 degrees likewise demonstrates notation rather than a direction to use. Both values need the points or marker that give them meaning.
Elevation is also written in degrees, but it is the gun's vertical angle and the named output of the in-game ballistic-calculation stage. Powder charge belongs to preparation and loading. The developer confirms that ammunition and charges precede turret adjustment and firing, but does not provide a universal quantity. A shared workflow does not make these values interchangeable.
| Term | Confirmed role | Boundary |
|---|---|---|
| Distance | Map separation shown in kilometers | 1.25 km is a format example |
| Bearing | Horizontal direction in degrees | 083° is a format example |
| Elevation | Vertical gun angle from the calculation stage | No angle is recommended here |
| Powder charge | Loading component in calculation and preparation | No quantity is supplied here |
Why 60° Behaves Differently
The developer's 60-degree explanation concerns production history, not a hidden ballistic law. The FAQ says an early source was understood to put the Schwerer Gustav's maximum elevation at 58 degrees. That figure was rounded to 60, and the turret, related mechanisms, and software behavior were built around the decision.
The developer later determined that the historical figure should have been 48 degrees. By then, the assumption was embedded across connected systems. Reworking them was judged impractical within the solo-development workload, so the behavior stayed. This explains an unusual game boundary; it does not make 60 degrees an optimum for every shot.
From Current Measurement to Gun Setup
The confirmed workflow begins with an order, notes, and tactical-map measurements. Those measurements enter the in-game ballistic calculator, whose named result is required gun elevation. Ammunition and powder-charge preparation follow, then turret elevation and rotation, arming, firing, and review. Calculation and physical setup are consecutive stages, not one action.
Preserve the identity and unit of each map value as it moves forward. Read the calculator's output label before treating the result as elevation. During preparation, compare the game state with that current result rather than a remembered example. A perfectly copied number can still be wrong if it lost the marker, unit, or assignment that gave it meaning.
General angle conversion sits outside this chain. Changing degrees into a selected mil convention changes notation only; it knows nothing about the map, ammunition, charge, build, or in-game calculation. Reviewed official material uses degrees and does not establish mil input for IRON NEST, so a converter cannot replace the game's calculator.
Why We Do Not Publish a Firing Table
Official sources explain the workflow and vocabulary, but they do not provide a universal current-build firing dataset. Devlog examples show notation, and the 60-degree account explains implementation history; neither connects distance, ammunition, charge, and elevation into a reusable table.
For a live assignment, use the current tactical map and the in-game ballistic calculator. This guide helps you keep the labels straight; it does not publish shot values, inferred formulas, ammunition recommendations, or charge-to-range rows.
Need to identify an ammunition code? Use the Shell Reference.