Documentation
How to use the Camp Neptune training facility — the ranges, the shoothouse, and getting around the camp.
Overview
Camp Neptune is a structured live-fire training facility: sequenced rifle, pistol, shotgun, and machine-gun ranges with automated scoring, a crew-served vehicle gunnery range out to 2000 m, and a randomized close-quarters shoothouse. Flagpoles around the camp let you fast-travel between every station.
Use the Map to see where each station is and tap a marker for its quick reference; this page is the longer-form how-to.
Getting around
Spawn / muster at Camp HQ. Camp Neptune is wired with a network of teleport flagpoles — interact with any flagpole to bring up a menu of every other flagpole, and select one to jump there instantly. The flagpole you're standing at is left off the list. There's no cooldown; move freely between HQ and the ranges.
Live-fire ranges
Each lane runs a sequencer: targets are children of the lane, auto-sorted by distance, and the string advances every time you hit the current target. When the last target falls, your score card (hits / total) is shown.
Rifle / Pistol / Shotgun
- Step onto the lane and engage targets in the order they present.
- Each hit advances the sequence — there's no need to call it; the lane tracks it.
- Score reports automatically at the end of the string.
LMG range
- Sustained fire on silhouettes down-range; targets are tuned to stay visible at distance (high-detail LODs held past the usual cull range).
- Same sequencer + score-at-finish model as the rifle lanes.
Vehicle gunnery
A crew-served range for vehicle gunners — 9 targets from 500 m to 2000 m, run as 7 engagements across 3 gated batches.
- Crew a vehicle and drive to firing position 1.
- Each batch is gated: it won't unlock until the crew is inside the position's zone. Move position 1 → 2 → 3 as you clear each batch.
- The final batch requires the crew in the vehicle, inside the zone.
- Engage targets out to 2000 m; the crew score reports at finish.
Shoothouse
A randomized CQB run. On start, rooms are randomly assigned as threat or no-shoot and threats are distributed across the threat rooms, so no two runs are the same.
- Use the start interaction to begin — doors snap closed and a 3‑2‑1‑GO countdown plays.
- Clear rooms: drop the threats, leave the no-shoots standing.
- At the control you can toggle Paper / AI targets and adjust the threat and no-shoot counts before a run.
- Paper targets clear on the first hit; AI targets only on a kill. Every hit still counts on your card.
- The scorecard at run end (threats, no-shoot hits, rounds, hits, misses, time) shows for everyone who was inside when the run finished.
Scoring
Hits on the live-fire lanes are graded by zone (Center 10 / Inner 5 / Body 3 / Edge 1), vehicle gunnery scores crew hits across the target array, and the shoothouse tracks a full run scorecard. See the Scorecard page for the complete tables — and, once the mod logs results, live run cards.