Nade Solver
Find a smoke by simulation: search modes, reading results, 3D replay, setpos and setang, in-game validation and publishing to the catalog.
5 min read
On this page
The Nade Solver looks for smoke throws that cover a given point. It simulates grenade trajectories on the map’s geometry: it doesn’t copy any existing throw.
What you need
- An approved account, signed in with Steam.
- The CStonx app open on your PC and connected to your account: the computation runs on your machine. CS2 must be installed on this PC.
- The Nade Solver engine, added separately on your PC. While it is missing, the solver page shows Engine missing.
- A map from the Stuff catalog. Only smokes are searched for now; flash, molotov and HE are coming soon.
Start a search
Pick the map and the mode
In the top bar: the map, then Point, Area or Whole map (see the table below). On Nuke and Vertigo, also pick the floor shown on the radar before placing a point.
Place the start and the target
Click the radar: the start first, then the target. Zoom with the wheel or with + and −, drag to move around. With the keyboard, the arrows move the point and Enter places it at the centre; Enter coordinates also lets you type X, Y and Z. Height (Z) is optional: empty, the point sits on the ground of the floor shown; paste the height from a
getposfor a box or a balcony.Set the options
Radius to cover (and start area radius in area mode), then in Advanced settings: throw types (standing, crouching, jump throw, run jump throw…), click, precision (fast, balanced, precise), number of results and robustness test.
Start the search
It runs on your PC, in the CStonx app: allow a few seconds to a few minutes, a bit longer for the first search on a map (the app prepares the map from your CS2 install). One search at a time per account, a limited number over a rolling 24 h: the counter above the button shows the searches used, those left and when a slot frees up. A cancelled search does not count. Progress shows the engine’s real steps, with no percentage; you can cancel. If nothing is found, settings to try are suggested, with no guarantee of results.
| Mode | When to use it |
|---|---|
| From a spot | You know exactly where you stand. |
| From an area | The solver looks for the best positions around the chosen point. |
| From anywhere | It searches everywhere a player can stand. Slower. |
Reading the results
| Indicator | What it means |
|---|---|
| Distance to target | Distance between the simulated detonation and the target. |
| Difficulty | Easy, medium or hard to execute. |
| Robustness | Share of throws that stay in the radius when replayed with small errors: aim (±0.1° and ±0.25°), position (±2 and ±4 u), jump one tick early or late, running at 90 and 95% speed. |
| Bounces, flight | Number of bounces and flight time. |
| Exposed | The thrower is visible from the covered area. |
| Through glass | The throw breaks a window: it lands elsewhere if the window is already broken. |
| Already in the catalog, variant, new | Comparison with throws in the Stuff catalog. |
Results appear to the right of the radar (Results tab on mobile). Hover a lineup to spot it on the radar; sort them (precision, robustness, difficulty, flight, bounces), filter by throw type or hide exposed throwers, and tick 2 or 3 lineups to compare them. Robustness is not an in-game success rate.
3D replay and video
View replay replaces the radar with the lineup sheet: how to throw it, the commands, then the collapsed technical data. The arrows move to the previous or next lineup, Map goes back to the radar. The replay plays in 3D: play, slow motion, cameras (free, follow, thrower, target, aerial), fullscreen (F), reframe (R). The smoke volume shown is approximate and doesn’t guarantee coverage. Export video records the scene as WebM (or MP4 if your browser can encode it), 60 s at most, labelled “simulation”.
Setpos, setang and CS2 commands
- Practice commands:
setposandsetangto copy into the console. Private match commands: the settings to create the practice server. setposandsetangplace the player and the aim, but neither jump nor run: do it yourself, following the throw type, click and running direction shown.- The aim marker describes what you see at the centre of the crosshair (edge, sky, wall) to find the angle without commands.
Save, validate and publish
| Status | Meaning |
|---|---|
| Simulated | Computed by the engine, never tested in CS2. |
| Testing | Being tested in CS2. |
| Validated in game | Tested in CS2 by its author: it lands where expected. |
| Failed in game | Tested in CS2: it doesn’t land in the right place. |
| Outdated | Simulated on an older map or physics version: check it again. |
Save a result to My lineups (200 at most), give it a title and a note, then change its status after testing it. Only a lineup validated in game and up to date can be published: it joins the Stuff catalog marked “simulated, validated by its author”. A moderator can remove it. My lineups shows as a gallery or a table, with a search and the list of your recent searches, to reopen with their settings.
From the 2D replay
In a replay, a smoke’s card opens the Nade Solver on the same map. The Find a throw tool (Layers tab) takes the selected player or a click as the start, then the clicked target: the solver computes new trajectories, it doesn’t reuse the demo’s.
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