Class_name = "CBatchBallistics"
object_name = "BULLET_USA_12-7x99_AP"

//12.7    Browning .50 

//////	PhysicsBody properties
VisualImage=0,"graphics/ammo/ammoRmgSmk.mgm",false
visualradius=4
SoundScript=""
ImageAttr=21	//IA_NOMINPIXELS | IA_NOINTERPOLATION

//CollisionBody="graphics/ammo/ammo.col"

NoDirecion=true
NoCollision=true

// ,     ( 0 -   5/  ),  -  .  ,    ,  
//       100   ,  .    0.25  ,  0.8 .    0.5  
//           
//         .bin   (  ),  10/  
// ..        ,    
//          100       SHELL_GER_20x82_AP (=1000)

Armor=1,890,	9,160,	7,400,	0,641
Armor=100,786,	8,125,	6,312,	0,499
Armor=500,499,	4,50,	3,126,	0,201 //           SHELL_RUS_20x99_HE   
Armor=2000,195,	2,0,	1,8,	0,31

//              (  . )

Gage=12.7				//
DefaultStartSpeed=890	//        ()
MaxDistance=2000		// ,    
Mass=0.039				// 
Mkr=0.99				//  ,     Cx   M=1,        
Mmax=2.0				//  ,     Cx,   M=1,        
Cx_0=0.23				// -   (M <= Mkr),        
Cx_max=0.6				// -   (M = 1),        
Cx_1=0.55				// -   (M >= Mmax),        
R=0.00635				// 
LiveTime=7				//   (  :    MaxDistance     + 3.5)
TimeToDestroy=0			//       ,         
TracertShowtime = 2.12	//  
MaxRedirections = 0		// - 

debug=false

DefaultBulletSpeed = 890.0		//       ()   
BulletSpeed = "UB", 890.0		//      ()  

HitDummy="LuaScripts/WorldObjects/Explosions/HEprojectiles/HE_013mm_39g_2g_object.txt"
HitMisc="LuaScripts/WorldObjects/Explosions/HEprojectiles/HE_013mm_39g_2g_object.txt"
HitWater="LuaScripts/WorldObjects/Explosions/HEprojectiles/HE_013mm_39g_2g_water.txt"
HitGround="LuaScripts/WorldObjects/Explosions/HEprojectiles/HE_013mm_39g_2g_ground.txt"
HitArmor="LuaScripts/WorldObjects/Explosions/HEprojectiles/HE_013mm_39g_2g_object.txt"
HitBuilding="LuaScripts/WorldObjects/Explosions/HEprojectiles/HE_013mm_39g_2g_building.txt"
HitMetal="LuaScripts/WorldObjects/Explosions/HEprojectiles/HE_013mm_39g_2g_object.txt"
HitForest="LuaScripts/WorldObjects/Explosions/HEprojectiles/HE_013mm_39g_2g_object.txt"

shellType = 6
//        SHELL_TYPE_CV = 1,//  - CV - Armour Piercing with Cavity Bursting Charge
//        SHELL_TYPE_AP = 2,//   - AP - Armour Piercing Solid
//        SHELL_TYPE_HV = 3,//  - HV - Armour Piercing Composite Rigid (High Velocity)
//        SHELL_TYPE_HT = 4,//  - HT - Hight Explosive Anti Tank (HEAT)
//        SHELL_TYPE_SH = 5,//  - SH - Shrapnel
//        SHELL_TYPE_HE = 6,//  - HE - High Explosive and Fragmental
//        SHELL_TYPE_SpHV = 7,//   - SpHV - Armour Piercing Spool-Shaped (Spool High Velocity)