Fire mission · grid solver

Mortar & artillery calculator

Two grid references in, distance and azimuth out. Built for the second screen — mobile-first, no account, works offline once loaded.

Read it straight off the map. E5 is the big square; each extra keypad digit narrows it by a third — E5-3 is the north-east ninth, E5-3-7 the south-west cell inside that. Keypad digits are optional, and the result updates as you type.

Keypads use the phone layout (1 = NW … 9 = SE). Square size defaults to the 200 m Hell Let Loose convention. Vietnam's exact grid square is still unverified as of Aug 20 — we haven't found a two-source measurement from the live build, so the selector stays manual rather than us quietly asserting a number. If your map reads differently, switch it above and tell us.

US mortar elevation: live, sourced from the game's own tutorial. Vietnam's mortar ballistics weren't publicly documented before release, so instead of guessing we read the numbers straight off the in-game elevation guide shown during Mortar Training — confirmed byte-identical across two independent video captures (different creators, May 29 & 30). That table hasn't been fully re-verified against the live Aug 13 build yet, but the first launch-build corroboration has arrived: a post-Hotfix-1 support thread (Team17 staff replying) independently confirms the tutorial's 175 m → 67° reading, and launch-build Aimer Seat footage shows 225 m → 55.3° in a real engagement — both matching this table. That's still short of our two-source bar for full re-verification, so treat it as a strong seed, not gospel. NVA mortar is still uncalibrated. Played mortar? Submit your range readings — shell, distance, elevation and a screenshot are all it takes; every accepted sample is credited and published. How we do it →
In-game US mortar Aimer Seat HUD showing the elevation guide table from 450 m at 0° down to 100 m at 85°, the source for this site's mortar calibration
The actual in-game table we read, not a fitted curve — Aimer Seat HUD, Mortar Training tutorial (beta build). Screenshot: SmithersCast, cross-confirmed byte-identical in a second, independent capture.

How the solver works

A grid reference resolves to a coordinate: the letter and number name the big square, then each keypad digit narrows it by a factor of three (200 m → 66.7 m → 22.2 m). Range is the straight-line distance between the two points. Azimuth is the bearing from gun to target, given in degrees and in NATO mils — 6,400 to a circle, the scale the Hell Let Loose series has always used for indirect fire.

Once a shell's table is live, the same input maps distance to an elevation setting in degrees (the unit the game's own HUD uses — not mils), interpolating between calibrated sample points rather than a fitted curve we can't defend. Every table on this site ships with the sample count, source, and the date it was measured.

The answers the wikis skipped

Can your PC run it?Official min/rec specs plus a 30-second self-check. How many people are playing?No live API exists — here's the honest snapshot and where to check live. Is Deluxe worth $20 more?Exactly what's inside — and what arrives months later. Is there single-player?The honest answer before you spend $39.99. Crossplay, preciselyServer platform filters, progression, unlock times by zone. Steam Deck & LinuxKernel-level EAC — what beta testing actually showed. Voice chat explainedChannels, muting, console voice, open-mic defaults. Push to talk "missing"The mislabeled setting that turns it back on. Keybinds not savingTeam17-acknowledged bug — live tracker and workaround. Motion sickness setupThe four settings that actually reduce it. Helicopter controlsKeybinds, crew roles and the roll-sensitivity trap. Renting a serverThe six official partners and their real prices. Is it down or is it me?Official launch-capacity notes and the VIP-error bug, decoded.

Independent fan project — not affiliated with Team17 or Expression Games. Every factual claim carries a source link; pages state when they were last verified.