Calculator Inputs
Example Data Table
| Mortar Grid | Target Grid | Scale | Charge | Arc | Use Case |
|---|---|---|---|---|---|
| 120, 240 | 162, 312 | 10 m | Charge 2 | High | Medium range infantry marker |
| 80, 155 | 130, 205 | 10 m | Charge 3 | High | Longer map objective pressure |
| 210, 90 | 235, 118 | 8 m | Charge 1 | Low | Short correction practice |
Formula Used
Horizontal range: R = √((ΔX × scale)² + (ΔY × scale)²)
Bearing: θ = atan2(east change, north change) + north offset
Projectile elevation: angle = atan((v² ± √(v⁴ − g(gR² + 2hv²))) / gR)
Flight time: t = R / (v × cos(angle))
Wind drift: drift = wind component × flight time × drift factor
Salvo hit chance: P = 1 − (1 − single round chance)rounds
This is a virtual game calculator. It is not for real weapon use.
How to Use This Calculator
- Enter the mortar grid position.
- Enter the target grid position.
- Set the grid scale used by your map reference.
- Add north offset when your map view is rotated.
- Select the mortar charge or use custom velocity.
- Choose high arc or low arc.
- Add wind, spread, target radius, and salvo count if needed.
- Press calculate and read the result above the form.
- Download the CSV or PDF for a squad record.
Post Scriptum Mortar Planning Guide
A mortar team works best when every number is clear. This calculator helps you turn map positions into a repeatable firing solution. It is built for virtual Post Scriptum sessions only. It does not represent real artillery equipment.
Why Range Matters
Range is the first control point. The tool measures the horizontal distance between the mortar and target. It can use map coordinates and a custom grid scale. A wrong scale gives a wrong result. Check the map size before you fire.
Bearing and North Offset
Bearing tells the crew where to rotate the tube. The calculator assumes the map has north at the top. Some screenshots or overlays may be rotated. Use the north offset field when your reference is not aligned. The output gives degrees and mils.
Elevation and Charge
Mortar elevation depends on velocity, gravity, height difference, and range. Higher charges reach farther. Lower charges may give steeper arcs. The calculator checks whether the selected charge can reach the target. It shows both high and low arcs when possible.
Wind and Spread
Post Scriptum does not always show detailed wind. Still, many players like a drift estimate for training or custom servers. Crosswind moves shells sideways. Headwind changes range. The wind fields let you test likely corrections. Spread and salvo size estimate the chance of landing inside a target radius.
Using Results in Game
Enter the mortar grid and target grid. Choose the charge. Add height difference when the target is uphill or downhill. Press calculate. Read the range, bearing, elevation, flight time, and correction notes. Send the values to the gunner in a short callout.
Practical Team Advice
Use one spotter and one gunner. Keep callouts simple. Fire one ranging round first. Watch the splash. Correct bearing before adjusting elevation. Export the result when you need a log for squad practice. Use the example table to compare typical setups and learn how each setting changes the solution.
Good records improve accuracy over time. Save the CSV after each match. Compare predicted impact with observed splash. Update grid scale, height, and wind settings when the map changes. Small corrections often beat large guesses. Consistent notes make your next fire mission faster too.
FAQs
1. Is this calculator for real mortars?
No. It is only for virtual Post Scriptum gameplay. The formulas are simplified for game planning, practice logs, and squad coordination.
2. What does grid scale mean?
Grid scale converts map grid units into meters. If one grid unit equals 10 meters, enter 10. Wrong scale values will change range and elevation.
3. Which arc should I choose?
High arc is useful for clearing cover and indirect fire. Low arc gives a flatter path. Many squads prefer high arc for mortar work.
4. What is north offset?
North offset adjusts bearing when your map reference is rotated. Leave it at zero when north is straight up on your map view.
5. Why does the result say not reachable?
The selected charge may not have enough velocity for the distance, height difference, or gravity setting. Try a higher charge or shorter target range.
6. How is hit chance estimated?
It uses target radius, spread radius, drift, and salvo count. It is a planning estimate. Real match results can vary by map and observation.
7. Can I export my result?
Yes. Use the CSV button for spreadsheet records. Use the PDF button for a simple firing card or squad training note.
8. Are the charge velocities exact?
No. They are practical defaults for virtual calculations. Use custom velocity when your server, mod, or testing method uses different behavior.