Gunner HEAT PC! – Game Overview & Gameplay Guide

Gunner HEAT PC! – Game Overview & Gameplay Guide 1 -
Gunner HEAT PC! – Game Overview & Gameplay Guide 1 -

This guide is a short and simple overview of some of Gunner HEATPC's systems and vehicles. This guide was created to help new steam players enter GHPC.

Guide Overview

This guide was created to help new players learn GHPC. This guide covers the most important game modes and game play functions. It also explains what the incredible voice lines in GHPC are. Also, take a look to the official GHPC getting started guide
GHPC Getting Started Guide – []
Although the official guide is a great way of getting into the game, I found it lacking information when I first started to play.
I am not an expert on tanks. Please let me know if you find any errors in this guide. Please let me know if you find any errors.

This guide uses terminology.

These are explanations of some of the more obscure terminology I use in my guide.

  1. GHPC – Gunner HEAT PC
  2. TC – Tank Commander
  3. FCS – Fire Control System
  4. LRF Laser Range Finder
  5. PACT – Warsaw Pact
  6. Ready Rack is the ammo that is immediately available to the loader.
  7. Palm switch is a switch that controls the turrets in reality. It is shown by the way the turrets are controlled in game.


Default bindings

You can adjust GHPC's keybindings from the main menu or in-game at any time. To view a cheat sheet of the bindings, you can press F1 while in game. I recommend reviewing them and making adjustments to make them your own. This guide will refer to the default bindings. You can also adjust the sensitivity and inversion of Y axis, as well as toggle how the palm switch functions.
The Palm Switch Toggle is used to control how the turret traverse works. The turret can only be traversed if you tick the option "Invert Palm switch". To traverse the turret, you must hold down Mouse 2 if it is not ticked. To dump lead, click Mouse 2. If you don't have it ticked, you can just press Mouse 2.

Different Vehicle Positions and Basic Controls

The main idea behind GHPC's development is that all vehicles share the same controls, so you don’t have to learn a new set keybinds for each vehicle. It makes it very easy to play different vehicles, as you only need to know the unique quirks of each vehicle's FCS.
Driver – You are always in control of the driver while you are controlling a tank. To control armored vehicles, you can use WASD. Except for the BRDM-2, all tanks are tracked vehicles. This means that they can turn left or right without needing to press forward or back. While this doesn't mean they can rotate on the spot, it does mean that their turning radius is very tight, making it easy to control the vehicle. You can also set a cruise rate with Numpad + or Numpad –. All tanks shift gears automatically.
Commander’s View – The Commander's View is where you will first take control of a vehicle. This is the spot on top of the vehicle that is in the same position as the tank commander. To zoom in or look around, you can use the Mouse. To view the 3rd person view, you can also press C in commander's view. This is where you'll spend most of your time driving or navigating during missions. This view allows you to see the tank's orientation, use the map and tell the gunner where you want him to look by pressing Mouse 2. You can also command the gunner to fire using Mouse 1.
Gunner’s View – You can access the Gunner's view at any time by pressing Shift. In this view, you can accurately engage targets with the Main Gun and Coaxial Machine Gun. If available, Wire Guided Missiles. You can also use the vehicle's system features, such as a Laser Range Finder and Lead Competition.
The Gunner's View allows you to see through the main sight of the tank and can traverse it by moving the Mouse(. Note: In the options, you can change the way the traverse works by unticking the option Invert Palm Switch. This will change how you traverse the tank. To move), you must hold 22A0949669696A. Certain tanks can also adjust the magnification of the gun sights by using the Mouse Wheel. The Gunner's View can allow you to designate targets by the TC. Press Space when the TC spots a target. The turret will then traverse to the target that the TC has designated. The TC will also call out the type and round of vehicle in NATO Tanks. The PACT voice lines are still being developed.
*M60A1 /A3 and M1 /M1IP specific – To enter the gunner auxiliary view, press 22A0949399999A while in the Gunner’s View. This sight can be used for checking if your barrel isn’t blocked by the ground, or if your main gun sight is damaged.
Loader This position cannot be played. Instead, the loader will load the shell you selected after you fire a shot. You can choose a different type of shell to be loaded next by pressing the Number Keys. The HUD will indicate the next shell to load. If you have the "AI Can Select Ammo” box ticked in game settings, your TC can identify the next shell to load for you.

HUD symbology

The HUD is a crucial part of GHPC. The HUD provides information about your speed, shell type loaded and other important details. Below is a picture and description of each section of the HUD. Please keep in mind that the HUD works in progress and is subject to change.
Gunner HEAT PC! - Game Overview & Gameplay Guide - HUD symbology - 8253F08

  1. The Compass. This shows the bearing to what is in front of you. This does not show the direction that your tank is facing, or the direction that the turret faces, unless you are in Gunner's View.
  2. Time Scale. This is the time scale for the game. You can now adjust the speed of time by pressing both the Plus(+) and Minus(-) keys. You cannot slow down time.
  3. This icon shows the orientation relative to your camera of the tank and the orientation relative to the turret.
  4. This line shows the current weapon. Tanks typically have a Main Gun as well as a Coaxial Machine gun.
  5. This indicates the type of ammunition loaded as well as how much is stored in the ready rack.
  6. This will show you what type of Stabilization is installed and whether it's on.
  7. This is the range that the weapon has been selected.
  8. This will tell you which type of ammunition you have chosen to load next. If it isn't there, the loader will load the next type of ammunition.
  9. This is your speed in KM/H, and the gear you are in.


Q menu

When you have Q, the interface Q Menu appears. You have access to 4 menus and related options while holding Q. Below are the different options and menus. Please note that not every vehicle has the same menus or options.
FCS: This menu allows you to access different parts of the FCS

  1. Toggle Stabilization – This will disable stabilization. It is best to leave this turned on right now as it can cause strange behavior with the FCS.
  2. Dump Lead – This allows the FCS to reset any lead it has. This is useful if you are unable to dump lead by pressing Mouse 2 (, or releasing Mouse 2 using Inverted Palm Switch). This is unlikely to be necessary.
  3. Lase – Allows for you to lase without pressing the E key.
  4. Reset Range – This will reset your FCS range.

Lights: The menu allows you to switch on and off various lights within the vehicle.

  1. Toggle Convoy Lighting – Turns on small lights at rear of vehicle. These lights are useful for driving in convoys at night.
  2. Toggle Gunner Spotlight – This will turn on the IR spotlight to use with Night Vision
  3. Toggle Headlamp – This switches on the vehicle's lights.

Toggle restocking: This allows loaders to move more ammo into the ready racks. This is useful when you are low on ammo.
Platoon: The menu allows you to control how vehicles attached to your platoon behave. (only in the Platoon leader vehicle.)

  1. Movement – Changes how AI moves

    • Follow – Your platoon is going to follow you.
    • Halt – Your platoon position will be held
  2. Formation – This is the starting point for the platoon's movement.

    • You will be accompanied by Column – Platoon
    • Line – Platoon will draw a line from your sides
    • Platoon will create a diamond shape from Diamond – Platoon
    • Platoon will make an arrow shape from a wedge – Wedge –
    • Echelon Left-Leftward Diagonal Line*
    • Echelon Right-Rightward Diagonal Line*
    • Vee – Inverse Arrow

    *Echelon Diagram
    Gunner HEAT PC! - Game Overview & Gameplay Guide - Q menu - 7283B6C

  3. Formation Spacing – Tells the Platoon that they hope to be far apart from the formation

    • 25m
    • 50m
    • 75m
    • 100m


Basic Gunnery

This is a basic guide to GHPC Gunnery. If I have the time, I will make guides for each vehicle. You can find a more detailed guide to each vehicle here.
Official Gunnery Guide GHPC – []
The website is not up-to-date and does not include the M2 Bradley or M60A1Passive. I'm sure that the Devs will update these guides as soon as they have the time.
After you have entered Gunner's View by pressing Shift, you will be looking through Main sight. You will soon be able to access multiple features from this view. This view is the best for engaging any target you or the AI-TC spots.
Traversing– To move the turret, all you need to do is move Mouse. You will see an arrow that indicates the direction you are moving Mouse while you are traversing. To traverse the turret, you must have Mouse 2 if you have not checked Invert Palm Switch.
Firing You can also press Mouse 1 at any time to fire the weapon that you have chosen. This will reduce your ammo by one and your loader will begin loading the next round. To fire continuously with Auto-cannons and Coaxial Machine guns, you can hold Mouse 1.
Selecting different weapons: You can press the Bracket keys at any time while you are driving a vehicle. This will allow you to cycle forward or reverse. (Alternate Keybind F
Selecting the next type or ammunition to load – Once you have selected the Main Gun, you can press Number Keys in order to select the next type to load. After firing, the loader will load the round that is listed under the range.
Thermal Optics– To enter the Thermal Optics, press T while in a tank with thermal imagery (, which currently includes the M1, M1IP and M60A3 TTS. Most tanks equipped with Thermal Optics will have a green display that shows hot objects in white. Only the M2 Bradley will have the thermal display turn red in a few vehicles (. All other systems work as normal in this view. This is the main display that you will see in tanks equipped with Thermal Optics while in Gunner's View.
Night Vision: To enter the night vision display, press T while in Commander's view or a vehicle with a Nightvision device A14Y. This display allows you see in low light conditions. It also allows you to illuminate your surroundings with IR lights in vehicles equipped with an IR spotlight. This type of light can only be seen with Night vision Devices. You can turn on the Commander's view head mounted Night Vision. This will limit your vision and stop you from zooming in when using the device. NATO and PACT's Commander Night Vision differ, with NATO's Night Vision being significantly better.
Main Gun Sight: Each vehicle's Main Gun Sight is unique and works differently. You will receive different styles of sight and optics depending on the country of origin. The M60A3 TTS has very similar Main Gun Sights to the M1, but they are quite different from the T72M1. Below are the pictures.
Gunner HEAT PC! - Game Overview & Gameplay Guide - Basic Gunnery - ACD00E6
I will show you how to use each Gun sight in your vehicle's guide.
Auxiliary Gun Sight: To switch to an Auxiliary Gun sight in vehicles with one, press 22A0949399999A in the Gunner's View. This sight is used to ensure that the barrel is free from obstacles before firing, or to replace damaged Main Gun Sights. This sight has preset ammunition ranges.
Changing Magnification: Certain tanks have the ability to adjust their Optics magnification levels. You can do this by pressing Scroll Wheel. Thermal Optics tanks have a level of zoom that is stored for each mode. If you zoom in with your day sight, and then press T for your Thermal Optics to turn on, you will be taken to the first level. You will be zoomed back in when you turn them off.
Laser Range Finder: The M60A3TTS, M1IP, and T72M1 all have Laser Range Finders. These laser range finders work by aiming a laser at a target and returning the distance to the FCS. To use the Laser Range Finder, simply aim at the target and then press E. The range will then be displayed on the left side of your screen, either inside the Main Gun Sight or on the HUD. To use the LSF, you will need to aim the red dot at the target for the T72M/M1.
Manual Ranging: On all vehicles, you can manually input the range by pressing PgUP OR PgDn A14Y. Or you can hold Ctr to use the Scroll Wheel A17Y. This will increase or decrease your set range by 100m. Some Tanks also use Stadiametric Rangefinding to determine the vehicle's range without using a LRF. Stadiametric Rangefinding involves lining up a target between two preset range bars. The range is indicated by the target's height when it touches the two bars. The T-55A and BMP-1 have stadiametric rangefinders. These will be covered in vehicle guides. The rangefinder of the M60A1 Passive is different from LRFs or stadia rangefinders. It will be covered in the M60A1Passive guide.
Gunner HEAT PC! - Game Overview & Gameplay Guide - Basic Gunnery - 4315115
Lead Compensation: The M60A3TTS, M1IP and M1IP have the ability track the movement of a target and apply it to their ballistic computers. This means that if you fire at a target while it is moving, it will adjust the gun so that it fires in front of it in order to hit it on its move. This is called leading. To activate lead compensation, all you need to do is follow the target for a few second and then press E. The rest will be done by the FCS. You should fire quickly after locating the target to get the best results. If you have an inverted Palm switch, Mouse 2 (will reset the lead (. Mouse 2) will dump). Mouse 2 (will release Mouse 2.
Illuminated Reticle is a shortcut to your reticle. This can make it easier to see.
Gunner HEAT PC! - Game Overview & Gameplay Guide - Basic Gunnery - 351976D
Restocking: When you run out of ammunition, you can hold Q and then choose Toggle Restocking at the bottom. This will disable stabilization, and your loader will begin to take new shells from the ready rack.
Hunter Killer System: When your TC spots an target, you can press the Space Bar to slay the turret to the target he has designated for you. This will automatically traverse the target to the turret for you to engage.

Selecting the right type shell

It is crucial to use the correct type of shell for the job in GHPC. Different targets will suit different types of ammunition. Here's a quick guide to which type of shell you should use for different targets.
APFSDS – Armor Piercing Fin Stabilized Discarding Sabot. This anti-tank shell is high velocity and has high penetration. This shell is best used to engage other tanks, or when you are firing from long distances and need the speed and flatness that the shells offer to reach the target quickly.
HEAT-FS High Explosive Anti Tank Sin Stabilized This shell has a perfect combination of armor penetration and blast radius. This shell is best used against vehicles with light armor, such as the BMP-1 and Anti-Tank launchers. The shell uses an explosive to launch a jet of molten Copper as its source of armor penetration. This shell is also very reliable at long range. Its velocity is low, so it can be difficult to hit far targets. This shell can be used against vehicles with composite armor and vehicles with light armor.
Missiles (or ATGMs) These missiles are dangerous and only a few vehicles use them. These missiles are equipped with a powerful HEAT warhead that can engage any type of threat. These missiles can be used against tanks, PCs, and any other threat you wish. These are a great threat to your vehicle and should be seen while driving.
HE High Explosive. This is the current most ineffective shell type. This will become very useful once infantry is added. The shell explodes when it hits the ground, releasing a powerful blast of shrapnel and a lot of noise. These are currently only effective against Anti-Tank emplacements. However, you can destroy equipment on tanks like LRF or optics. These can be used to engage infantry and buildings, as well as emplacements.

Map and Artillery

To open your map when you are deployed to a mission, press M while in Commander's View. This will display your current position in the world, as well as your objective location and the surrounding area. You can also use the map for calling in artillery strikes in certain missions. A green arrow indicates your position in the map view. The direction of the green arrow indicates which direction your view is facing, not the direction that your hull faces. To see which routes are possible, you can also use topography lines on the map. Below is a map view.
Gunner HEAT PC! - Game Overview & Gameplay Guide - Map and Artillery - C564C9D
To call in artillery, click on the icon at the top (. Note: The CAS icon is not functional at the moment). Click on the desired location for the artillery to land. The red circle will mark the location where you have called in artillery. Keep in mind that artillery may take up to 45 seconds to land on a moving target. Each mission will have a different amount of artillery fired and a different time to fall.
Gunner HEAT PC! - Game Overview & Gameplay Guide - Map and Artillery - 841F88D

Overview of Game Modes

GHPC currently offers 2 types of game modes (. These may or may not be expanded upon in the future). This includes Instant action, and Campaign.
Instant Action lets you choose from a variety of missions with different objectives and fight your own way through them. You can play with all types of vehicles in a variety of missions. You can even choose which side you want to fight in some missions! This section of the menu allows you to access the Proving Grounds, which is GHPC’s current training range. You can test all vehicles here in a relaxed environment.
Campaign mode is different from Instant Action in many ways. It is now possible to choose from premade missions, but all campaign missions are generated entirely from scratch. You can choose the Faction you want to play, and then you can choose from a variety of missions. Campaign missions are different from Instant Action. Your losses count. A screen will appear at the end of each mission detailing your and your enemies' losses. After the mission is completed, these losses will be displayed as a bar at top of the Campaign menu. The campaign is complete when either bar is empty. Note: Campaign is still in development and subject to change.

NATO Voicelines

Here's a brief overview of the various commands and phrases used and their meanings. Disclaimer: I'm not an expert. Please correct me if I am wrong.
You will hear the words "Another NATO Mission" at the beginning of any NATO mission. LOADER READY" SABOT LOADED", GUNNER READY; SABOT INDEXED "This is part of a crew reporting. Loader Ready, Sabot loaded indicates that the loader has loaded the sabot into his tank. Gunner Ready Sabot index means that the Gunner has loaded Sabot into the tank and is ready to fire.
The most common call in GHPC is that of the TC identifying the target, and the response from the gunner. Let me give you an example of a typical call and then explain each part. This is how the exchange looks in most cases. Note: AFAIK, in real life, the loader loads the shell when the TC spots something. However, in GHPC, the loader loads the shell as soon as the shell is fired (source required).
Gunner: Identified
Gunner: ON THE WAY *boom*
TC: Target! Target Ceasefire or (if the target was destroyed/mission killed)
Although it may seem complicated, it is actually quite simple once you understand the process. The gunner is alerted to a new target by the initial call of the TC. The basic formula is Gunner, Type shell, Type target. This is so the Gunner can understand what the TC is saying to him, which shell he should fire, and what type target they are engaging/what to watch out for. In this instance, the TC wants sabots to be fired and the target is a tank. I will also list other options at the end.
The Gunner will then reply identified once he has the target in sight. The TC might also give a direction for the gunner to follow. If the TC gives a direction, he will say ON when he is facing the target.
The TC will give the order to light the fire when he hears the call identified FIRE
The Gunner will then call ON THE WAY for signalling that he is about to fire and that the round has, you guessed, already been sent to the target.
If the target is destroyed, the TC will call TARGET Cease Fire. If the target has not been destroyed, he will call doubtful to confirm a hit/in the event of a near miss. just Target / target re-engage If you need to re-engage, If you have made a close miss, the TC might indicate OVER or SHORT to indicate how you missed it. OVER means that you need to adjust down. SHORT is a sign that you should adjust up.
" Lost Target, target lost "The Gunner has lost the target that the TC has identified.
"Obstructed": The Gunner relays to the TC that the target's view is blocked.
The loader will call this "UP" to indicate that the next round has been loaded. The Loader will also mention the name of the shell when loading a new round. "HEAT UP"
The loader will call this "Black on Sabot" when there is only one shell in the ready rack for the type selected. This call can be used to call for any type shell.
Crew can panic in stressful situations. This is reflected in the voice commands. Sometimes, stress can cause the TC, gunner, or loader to add words to their calls.
Unbesusceptible to commands, the crew can also respond to stressful situations. You might hear the gunner shout "HE'S LOOKING AT US!" when a tank is looking at your ship.
As I receive more calls, I will update the guide to include them. As soon as new PACT voice lines become available, I will update this guide to reflect them. Please let me know if you find any errors.
Gunner, Ammo, Target list.

Ammo Call
Intended shell type for
Sabot APFSDS Shells
Missile (Currently M2 Bradly) BGM71C I-TOW
Target Call Type of target
Tank Tanks such as the T-72M or T-55
PC Personal Carriers like the BRDM-2 or BMP-1
Anti-Tank Static Wire Guided Missile, like the 9P135M 9M111


List of vehicle and ammunition types by faction

Vehicles currently operational in game

M1 – TANK T-72M – TANK
M60A3 Passive TANK BMP-1 – Computer
M2 Bradley – Computer BDRM-2 – Computer
M113 – Computer 9P135M 9M111 Wire Guided Missile
M220 TOW Launcher-Wire Guided Missile

Ammo types:

Shell Name
Type of shell/Usage
105mm M833 APFSDS-T Fin Stabilized Sabot with high penetration, used by M1, M60A1 Passive and M60A3 TTS
105mm M456 HEAT-FS-T High Explosive Anti Tank Fin Stabilized, Used By M1, M60A1 Passive and M60A3 TTS
25mm M791 APDS-T M2 Bradley uses Fin Stabilized Sabot for high penetration
25mm M792 HEI-T High Explosive Incendiary, used by M2 Bradley
BGM-71C I-TOW Missile, 3.75km range, used by M2 Bradley
BGM-71A TOW Missile, 3km range, used by the M220 Tow Launcher


Shell Name
Type of shell/Usage
125mm 3BM15 APFSDS-T Fin Stabilized Sabot with high penetration, Used by T72M, T72M1
125mm 3BK14M HEAT-FS-T High explosive anti-tank fin stabilized, used by T-72M and T-72M1
125mm 3OF26 HE-T High explosive, large blast radius, used by T-72M1, T-72M1
100mm 3BM20 APFSDS-T T-55A uses Fin Stabilized Sabot for high penetration.
100mm 3BK5M HEAT-FS-T T-55A uses High Explosive Anti-Tank Fin Stabilized.
100mm 3OF412 HE-T T-55A uses high explosive, large blast radius.
100mm BR-412D APHE T-55A uses the Armor Piercing High Explosive as a Weapon
73mm PG-15V HEAT BMP-1 uses a high explosive anti-tank
73mm OG-15V HE-Frag BMP-1 uses High Explosive Fragmentation and Large Blast Radius.
9M14 Malyutka Missile, 3km range, used by BMP-1
9M111 Missile, 2km, used by 9P135M Launcher



Sources used in this guide
information: – [] – [] – []
Images: – []
We hope it was helpful.
GHPC Discord – []
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Written by REM

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