This article lists every shell type available in the Iron Nest heavy turret simulator, along with its key stats: damage, penetration, blast radius, reload time, and shell velocity. You enter the simulator, select a shell, and fire at a target to see the exact numbers for that shell in the game’s current version.
Formula
The simulator uses two basic physics equations for every shell:
- Impact velocity (m/s) = Distance (m) ÷ Time (s). This is the average speed of the shell over the flight path, ignoring air drag.
- Drop at impact (m) = 0.5 × 9.81 × (Time)². This is the vertical fall due to gravity, assuming the shell is fired horizontally and no lift or air resistance acts on it.
In the calculator above, t is the time from firing to impact in seconds, and d is the straight-line distance to the target in meters. The drop is the distance the shell falls below the line of sight by the time it reaches the target.
Worked Example
Using the default values from the calculator:
- Time to target = 2.0 s, Distance = 500 m.
- Impact velocity = 500 ÷ 2.0 = 250 m/s.
- Drop = 0.5 × 9.81 × (2.0)² = 0.5 × 9.81 × 4.0 = 19.62 m.
So the shell hits at 250 m/s and drops 19.62 meters below the bore line. That matches the calculator output.
Background: What Is the Iron Nest Heavy Turret Simulator?
The Iron Nest heavy turret simulator is a community-made training tool for a popular tank game. It lets players practice aiming and leading shots with a heavy turret that fires large-caliber shells. The simulator models shell flight with gravity and simple drag, so players can learn how much to lead a moving target and how much to compensate for drop at various distances.
It is not an official game product; it is a fan-made utility. The stats in the simulator are based on data mined from the game client or manually entered by the community, so they may not match the live game exactly after a patch. Always check the in-game stats for the current version.
Every Shell Type in the Simulator
The simulator includes five shell types, each with distinct characteristics. Below are the typical stats you will see (values are approximate and may vary by game version):
- AP (Armor-Piercing) – Damage: 440, Penetration: 258 mm, Blast radius: 0 m, Reload: 8.5 s, Shell velocity: 1,200 m/s. This is the standard shell for damaging heavily armored targets.
- APCR (Armor-Piercing Composite Rigid) – Damage: 420, Penetration: 315 mm, Blast radius: 0 m, Reload: 9.0 s, Shell velocity: 1,500 m/s. Higher penetration but slightly lower damage; the faster velocity makes leading easier.
- HE (High-Explosive) – Damage: 510, Penetration: 60 mm, Blast radius: 3.5 m, Reload: 9.5 s, Shell velocity: 800 m/s. Best for light targets or when you cannot penetrate; the blast can damage tracks and crew.
- HEAT (High-Explosive Anti-Tank) – Damage: 480, Penetration: 330 mm, Blast radius: 0 m, Reload: 10.0 s, Shell velocity: 1,000 m/s. High penetration but loses effectiveness against spaced armor.
- HESH (High-Explosive Squash Head) – Damage: 500, Penetration: 120 mm, Blast radius: 2.0 m, Reload: 9.8 s, Shell velocity: 700 m/s. Works well against sloped armor but is unreliable against thick flat armor.
The simulator lets you select any of these shells and fire at a target. It shows the shell’s flight time, drop, and whether it penetrates the target’s armor at the point of impact.
How to Use the Simulator Effectively
To get the most out of the simulator, follow these steps:
- Choose a shell type from the drop-down menu.
- Set the distance to the target (in meters) using the slider or input box.
- Set the target’s speed (if the simulator supports moving targets) and direction.
- Fire the shot. The simulator will show the shell’s trajectory, the lead required, and the drop at the target.
- Adjust your aim based on the results. Practice until you can hit the target consistently.
The simulator is especially useful for learning the lead for fast-moving targets at long range. For example, an APCR shell traveling at 1,500 m/s needs less lead than an HE shell at 800 m/s.
Common Mistakes and Misconceptions
One common mistake is assuming that shell velocity is constant. The simulator applies drag, so the shell slows down over distance. The impact velocity shown in the calculator above is an average, not the final speed. In the simulator, you will see the actual velocity at impact, which is lower than the muzzle velocity.
Another misconception is that HEAT and HESH shells ignore armor angling. In reality, HEAT can be defeated by spaced armor or tracks, and HESH works best on flat surfaces. The simulator models this, so you will see non-penetrations on angled armor even with high penetration values.
Finally, do not confuse the simulator’s blast radius with the damage radius. The blast radius is the area where the shell’s explosion can damage modules or crew, but the damage number is the base damage before armor mitigation.
Comparing Shell Types: Which One Should You Use?
Choosing the right shell depends on the situation:
- Against heavy tanks with thick armor, use APCR or HEAT for penetration.
- Against lightly armored vehicles or when you cannot penetrate, use HE to deal splash damage.
- Against tanks with spaced armor, avoid HEAT and use AP or APCR.
- For long-range shots, use APCR for its high velocity and flatter trajectory.
- For close-range brawls, HE or HESH can be effective even if you do not penetrate.
The simulator helps you practice these choices by showing how each shell behaves in different scenarios.
Limitations of the Simulator
The simulator is a training tool, not a perfect replica of the game’s ballistics. It uses simplified physics that ignore factors like air density, wind, and shell spin. It also does not model the exact armor penetration formula used in the game, which depends on armor thickness, angle, and shell normalization.
Because of these simplifications, the simulator’s results may differ from what you see in an actual battle. Use it to learn the general principles of leading and dropping, but always rely on in-game experience for precise aiming.
Frequently Asked Questions
What is the best shell type in the simulator?
There is no single best shell. APCR is often recommended for its high penetration and velocity, but HE is better against light targets. The best choice depends on the target and the situation.
Why does the simulator show a different drop than my in-game reticle?
The simulator uses a simplified gravity model without air drag, while the game uses more complex ballistics. The in-game reticle accounts for drag and other factors, so the drop will differ, especially at long ranges.
Can I use the simulator for other turrets?
The Iron Nest simulator is specifically for the heavy turret. Other turrets have different shell types and stats, so the results will not be accurate for them.
How do I read the penetration stat?
Penetration is the maximum thickness of homogeneous armor that the shell can penetrate at a 90-degree angle. If the armor is angled, the effective thickness is higher, so the shell may not penetrate.
Does the simulator update with new game patches?
The simulator is community-maintained, so updates may lag behind game patches. Check the simulator’s page for the last update date to see if it matches the current game version.
Related
Formula used
in t | Time to target | s | 2.0 | 0.1 | 60 in d | Distance to target | m | 500 | 10 | 5000 out impact | Impact velocity | m/s | d / t | 0 out drop | Drop at impact | m | 0.5 * 9.81 * t * t | 1
Each line is one input (in, sel, list) or one result (out: label, unit, formula, decimals). How the calculators work
Method: the standard formula for this calculation, rounded as each result states. See how the calculators work or report an error.
More cards in this drawer
- China’s IPv9 Decimal Network Project Explained
- Fix Wired Earbuds That Only Work in One Ear
- What to Check Before Buying the Dip in Indian Shares
- Cool Raspberry Pi Projects: 15 Ideas for Any Skill Level3
- Terraform vs Kubernetes: Key Differences
- Internet Connectivity in Remote Areas: Options0.80 USD/GB