Class_name = "CBatchBallistics"
object_name = "NPC_SHELL_RUS_85_HE"

//85  -365   52- -

//////	PhysicsBody properties
VisualImage=0,"graphics/ammo/ammoShellTypeA.mgm",false
VisualRadius=5
SizeArg=10
SizeArgVal=0.085

//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=0,800,	38,30525,	30,76314,	0,122102 //           SHELL_RUS_37X195_HE   
Armor=1000,700,	31,23371,	25,58428,	0,93484
Armor=3500,500,	19,11924,	15,29810,	0,47696
Armor=7500,300,	9,4293,		7,10732,	0,17171

//              (  .   -167)

Gage=85					//
DefaultStartSpeed=800	//        ()
MaxDistance=16000		// ,    
Mass=9.2				// 
Mkr=0.95					//  ,     Cx   M=1,        
Mmax=2.5				//  ,     Cx,   M=1,        
Cx_0=0.2				// -   (M <= Mkr),        
Cx_max=0.36				// -   (M = 1),        
Cx_1=0.37				// -   (M >= Mmax),        
R=0.0425				// 
LiveTime=70				//   (  :    MaxDistance     + 3.5)
TimeToDestroy=0			//       ,         
TracerShowtime = 70		//  
MaxRedirections = 0		// - 
NetworkDecals=true		//true -          

debug=false

//"Explosion file",DecalImageID,DecalCellID,DecalSize
HitDummy="LuaScripts/WorldObjects/Explosions/Shells/HE_085mm_9kg_646g_air.txt"
HitMisc="LuaScripts/WorldObjects/Explosions/Shells/HE_085mm_9kg_646g_object.txt",3,3,1.099
HitWater="LuaScripts/WorldObjects/Explosions/Shells/HE_085mm_9kg_646g_water.txt"
HitGround="LuaScripts/WorldObjects/Explosions/Shells/HE_085mm_9kg_646g_ground.txt"
HitArmor="LuaScripts/WorldObjects/Explosions/Shells/HE_085mm_9kg_646g_object.txt",3,1,1.000
HitBuilding="LuaScripts/WorldObjects/Explosions/Shells/HE_085mm_9kg_646g_building.txt"
HitMetal="LuaScripts/WorldObjects/Explosions/Shells/HE_085mm_9kg_646g_object.txt",3,2,1.069
HitForest="LuaScripts/WorldObjects/Explosions/Shells/HE_085mm_9kg_646g_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)
//        SHELL_TYPE_MG = 8,// 