Artillery Mechanics & Ballistics
This chapter breaks down the mathematical equations used in the WardogTools.gg artillery calculator. Artillery in Wardogs (both infantry Mortars and heavy Self-Propelled Howitzers like the SPH-2) operates on parabolic ballistics governed by angular mil measurements, gravitational acceleration, horizontal drag decay, and topographical terrain differences.
1. Spatial Coordinate System & Geometry
Every position in the game world is expressed in standard Euclidean three-dimensional coordinates:
Where x represents the East-West horizontal axis, y represents the North-South horizontal axis, and z represents vertical elevation Above Sea Level (ASL). In the Unreal Engine client coordinate system, 1 Unreal Unit (UU) = 1 centimeter = 0.01 meter.
The planar horizontal distance d between firing battery (xb,yb) and target (xt,yt) is:
When evaluating direct laser rangefinder line-of-sight measurements, the 3D slant range is:
2. In-Game Compass (360°) vs. NATO STANAG 4119 Angular Mils
The in-game compass operates in standard 360∘ bearings, while indirect-fire artillery weapon systems and optics evaluate elevation in the NATO STANAG 4119 angular system dividing a circle into 6,400 angular mils (milliradians):
The 6,400-mil system is designed for direct mental arithmetic in the field:
At a range of 1,000 meters, an azimuth deflection of 1 mil produces exactly 1 meter of lateral shell displacement on the ground.
To convert world Cartesian coordinates into an azimuth bearing, the two-argument arctangent (atan2) with clockwise grid-north orientation is computed:
3. Ballistic Tables & Piecewise Linear Interpolation (PLI)
The game client defines empirical firing tables mapping flat horizontal distance to required tube elevation in mils:
| Artillery Platform | Range Envelope | Elevation Range | Trajectory Arc |
|---|---|---|---|
| Infantry Mortar | 132m — 684m | 150 — 850 mils | High Parabolic Arc Only |
| SPH-2 Howitzer | 780m — 2,629m | 20 — 1,390 mils | Dual: Low Arc & High Arc |
Between any two calibrated table entries (d1,m1) and (d2,m2), the baseline elevation angle is calculated via piecewise linear interpolation:
4. The Downhill Trajectory Paradox & Equivalent Flat Range
In direct-fire flat-trajectory rifle marksmanship, vertical target displacement is compensated by adding the Angle of Site (AOS=atan2(Δz,d)).
In high-angle mortar artillery, shells lob at steep descent angles (60∘ to 80∘). When firing downhill (Δz<0), the shell does not impact at flat ground elevation; it continues downward along its terminal descent vector, traveling further downrange. Subtracting AOS causes shells to severely overshoot. Furthermore, on mortars, higher elevation mils raise the tube toward vertical, shortening range.
To solve this, the fire-control engine derives the terminal descent angle ω at impact:
The horizontal carry adjustment and the equivalent flat-ground range dequiv are:
- Target distance: d=400m
- Elevation drop: Δz=−50m (target in a valley)
- Terminal descent angle: ω≈70∘⟹tan(70∘)≈2.747
- Carry offset: Δd=2.747−50≈−18.2m
- Equivalent flat range: dequiv=400−18.2=381.8m
- Result: Because 381.8m<400m, looking up this range in the ballistic table yields a higher (+) elevation mil value. Raising the mortar tube causes the round to drop earlier, striking the valley floor dead-on target.
5. Time of Flight (ToF) Mechanics
Time of Flight is evaluated from the average horizontal projectile velocity:
Average horizontal speed: ~75 m/s
132m → 1.8 seconds flight time
684m → 9.1 seconds flight time
Average horizontal speed: ~240 m/s
780m → 3.2 seconds flight time
2,629m → 11.0 seconds flight time
Experience real-time indirect fire calculations on live topographical maps
The interactive artillery solver runs these piecewise tables and downhill carry adjustments instantly with real-time sub-pixel elevation sampling.