Basic controls you will use constantly
Confirm core movement and interaction keys before a shot cycle. Move with WASD, jump with Space, sprint with Left Shift, crouch with Ctrl, and interact with E. Keep this baseline each cycle.
Use Left Click for environment and teletype interaction. In map mode, hold Left Click and drag map objects when placing or moving marks. Use this only for objects you need to relocate.
Use Caps Lock to show or hide the clipboard. Hold Tab to maximize the clipboard for a quick review. Use Right Click to clear a selected clipboard item or map measurement line before a new mark.
Read the report first
Use the live order and active report list, not saved notes. If a report has bearing or range, capture its source point first. Keep that value tied to that source.
Before drawing, confirm the selected report line. If any line is unclear, reopen the report before measuring. Keep the selected report visible through the target-measure step.
Do not turn report text directly into turret values. Keep report data as context only, then create map geometry and calculator output before loading. Confirm the result with the latest map measurement. Use report values only when they are tied to a named source.
Measure phase: build target point by source geometry
Place each report marker at its named source and draw from that same source. Use Compass for distance circles and white marker for ordinary lines. This keeps each mark traceable to its report source.
Each marker tool has one role: compass for radius, white for geometry baseline, yellow and red for bearing/range checks. Keep that distinction for repeatable setup. Use one active workflow for each cycle.
Yellow marker measures bearing and range without saving the result to clipboard. Use Red only when the measurement is ready for firing prep. Remove obsolete map measurements before the final red measurement.
Use red marker for the values that enter firing setup. Red marker measures bearing and range and saves it to clipboard. Clear unrelated marks before compute so only current-cycle data remains.
Measure phase: convert map geometry to firing geometry
Report values suggest a target candidate, but the firing geometry comes from IRON NEST. Redraw one final line from IRON NEST to the target with red marker and treat it as the firing measurement. This is the only line sent to compute.
Keep spotter lines only while checking the target location. Loading uses the final Nest-to-target measurement. Do not compute directly from a spotter-origin line.
Keep map work and calculator work separate
Separate map work from calculator work. Map work builds the target point. Calculator work turns measured range and selected charge into elevation and card output.
Do one sequence at a time: map marks for geometry, then one compute pass for the fire mission card. Keep any alternate drafts out of the active cycle. Do not add more geometry after compute without a new measurement pass.
Run compute after the final Nest-to-target bearing and range is set. The first charge number illuminated green is the minimum charge count for that entered range. The fire mission card belongs to the most recent compute input.
For the same entered range, increasing charge lowers elevation and flight time. If range or charge changes, compute again before loading. This avoids stale input.
The fire mission card belongs to the current shot and is not a queue for later. If any value differs from the latest measurement, recompute and refresh the card before loading. Keep one card for this shot only.
Load phase: verify ammo and charge before commit
Before loading, compare shell type and charge with the fire mission card and turret load state. If either differs, return to compute. Begin loading only when both match and the intended shell is selected. Keep the comparison current.
The charge counter shows how many powder charges to load based on the most recent ballistic-calculator input, and it does not automatically track multiple planned fire missions/cards. Use it as a current-cycle indicator only. Recompute if the latest inputs changed.
Once a shell is rammed, the only way to unload it is to fire. Once a charge is dispensed, it cannot be returned to the charge magazine. This is a hard stop for the loading state until firing occurs.
Fire phase: confirm settings and execute
Use the main console as your final check for elevation, flight time, shell type, armed state, and turret rotation. Confirm bearing in your normal aiming view separately. Check these values against the current target before trigger pull.
Elevation cannot be adjusted during loading, but can be adjusted once the breech is closed. If confirmation switches are present, use them as optional checks only. Do not pull the trigger before these checks are complete.
Arm the selected gun(s), then pull trigger after checks align. After the shot, read map impact feedback and compare it with the candidate target. Apply one correction step in the next cycle using the same Measure, Load, Fire structure.



