Gun → target clearance check
Loading game terrain and the M777 trajectory model.
FIRING SOLUTION · CALM AIR · RESOLVED AT THE TARGET
Gun 1 → target
| Charge | Low angle | High angle | Flight time low · high |
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CURVED FLIGHT / GROUND PROFILE
Terrain and object clearance
Hover the profile to inspect distance, terrain height and shell clearance.
Game-world estimate. Green means the modeled route clears the selected terrain and, when enabled, the trees, buildings and other objects found in the game files, by the chosen allowance. Wind uses a drag model that has not been compared with in-game firing; the gun’s physical support is not modelled. Check critical positions in-game.
Data, accuracy & how this works
Terrain
Read from the SH Yunakivka package itself: its 1,600 terrain tiles give 5,121 × 5,121 height samples at 2 m, stored in 1/32 m steps (5.875–89.844 m). The planner interpolates bilinearly between samples; the engine’s own interpolation inside a cell can differ by centimetres. World origin −28.732 m east, 0 m north.
The alternative layer is Reforger FDC’s Workbench export for Yunakivka 1.0.4 (10 m spacing). It matches the game tiles to a few centimetres in most places and differs by metres in a few large regions where the world revisions differ.
Trees, buildings and other objects
The package’s world layers place 912,084 objects, and the composition prefabs they use (bunkers, village houses with their sheds) hold 165,999 more: 1,078,083 objects built from 2,536 models. About 1,200 nested objects belong to prefabs that are not available and are not modelled. Each model’s collision shapes are rotated, scaled and placed (objects lying on their side or leaning far from upright are placed from samples of the collision triangles themselves), and the highest surface over each 2 m cell is stored as a height above the ground (0.25 m steps, rounded up); each occupied cell also keeps the heights of its sixteen 0.5 m sub-cells, loaded after the page is ready, so a tree beside the gun no longer blocks the whole 2 m cell (“Object detail”). The path is checked against every cell it passes through (an exact grid walk, so a cell it only clips is not stepped over). Every shape carries a collision-layer preset. By default every collision shape counts (“All collision”: a pessimistic bound that includes the foliage hulls of tree crowns and bushes and physics-only shapes). “Fire geometry” counts only shapes on the engine’s fire-geometry layer, the layer documented for damage and projectile tracing: tree trunks and branches, buildings, walls, rocks and wrecks; bushes and tree crowns are foliage shapes without it, so shells pass them there. “25 %” asks for fire geometry over a quarter of the cell.
Only objects present in the package are included. Placement was checked against the terrain (98.7 % of objects sit within 0.25 m of the ground) and against the map imagery. Buildings shown on the imagery but absent from the layers are not modelled. Which layers a 155 mm shell’s trace uses in the engine has not been tested in game.
M777 trajectory model
M107 HE from PandaMods M777 2.1.5, charges 240/310/440/560/684 m/s. A drag model whose three constants are fitted to all 957 firing-table rows stored in the mod; the maximum range error against those rows is 0.94 m and the maximum flight-time error 0.005 s. It also reproduces the mod’s stored apex heights (within 1 m), impact angles (within 0.03°) and 10 m/s wind tables.
Nominal elevation 0–71.7°, lifetime 120 s. The single-shot profile uses the directly integrated path; position scans use an interpolated bank of paths. Launch height is adjustable because actual muzzle height varies with elevation and placement. Dispersion uses the shell’s speed variation (±1.9 m/s) and the muzzle cone; neither has been measured in game.
PandaMods M777 · checked against ArmaCalc
This is a ballistic clearance envelope, analogous in presentation to a radio terrain profile. A shell has no Fresnel zone. Terrain is sampled every 2 m along the line of fire (every 0.5 m wherever the shell is within 60 m of the ground) and every object cell the path passes through between two samples is checked exactly, so a cell the path only clips is not stepped over; positions are tested at the selected spacing. Endpoints are included; the intended impact at the target is not treated as a premature collision. A target standing in a tree, building or wall is aimed at the top of that object (the shell detonates on contact), unless a higher impact height is entered; an object beside the target can still block the descent. With wind, the aim point is solved by iteration until the three-dimensional, wind-bent flight lands within 0.5 m of the target (0.05 m for an inspected shot); a correction that does not converge is reported as unknown rather than used, and the path that is checked is that bent flight, not the line to the aim point. Each dispersion corner is checked along its own path to its own landing point; a corner that comes down off the map is unknown.
Data retrieved 5 October 2026. Map by Rumor / SPEARHEAD (APL-ND); imagery via ArmaCalc / ArmaMapsTiles; reference export by Reforger FDC; game content by Bohemia Interactive. Derived from game files for non-commercial planning. This tool uses the game map, not real-world geographic coordinates.