Class_name = "CBatchBallistics"
object_name = "NPC_SHELL_GER_105_HE"

//105 c "10,5 cm Pzgr.Patr.Flak"   10.5 cm Flak38/39 -

//////	PhysicsBody properties
VisualImage=0,"graphics/ammo/ammoShellTypeA.mgm",false
VisualRadius=5
SizeArg=10
SizeArgVal=0.105

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

NoDirecion=true
NoCollision=true

// range, speed at this range (at 0m - indicate 5 km/h less than calculated), armor-damage pairs behind the armor. Will not penetrate more armor than the first pair
// the base damage is taken at a range of 100m with zero armor, at max. armor damage equal to 0.25 of the base, by 0.8 max. armor damage is equal to 0.5 of the base
// damage with zero armor decreases with range according to the ratio of the square of the speeds
// range velocities are taken from the log of the utility for calculating .bin bullet files (calculation of guidance tables), 10 km/h less than calculated
// because if the speed turns out to be greater than the calculated one at a given range, then there will be no damage
// base damage is calculated based on the ratio of kinetic energies at a distance of 100m between this bullet and the reference bullet SHELL_GER_20x82_AP (=1000)

Armor=0,880,		45,16,	9,21,	0,44
Armor=3000,700,		33,9,	7,26,	0,36 // reference armor penetration is recalculated using the de Marr formula from the reference armor penetration SHELL_RUS_37X195_HE at close speed
Armor=5000,600,		26,8,	5,15,	0,27
Armor=7000,500,		20,7,	4,10,	0,14
Armor=13000,300,	10,4,	2,6,	0,8

// aerodynamic coefficients were selected based on the coincidence of the speed-over-range graph for the reference bullet (calculation using the OR-167 projectile point calculator)

DefaultStartSpeed=880	//        ()
MaxDistance=18000		// ,    
Mass=15.1				// 
Mkr=0.8					//  ,     Cx   M=1,        
Mmax=2.0				//  ,     Cx,   M=1,        
Cx_0=0.26				// -   (M <= Mkr),        
Cx_max=0.37				// -   (M = 1),        
Cx_1=0.32				// -   (M >= Mmax),        
R=0.0525				// 
LiveTime=80				//   (  :    MaxDistance     + 3.5)
TimeToDestroy=0			//       ,         
TracerShowtime = 80		//  
MaxRedirections = 0		// - 
NetworkDecals=true		//true -          

debug=false

//"Explosion file",DecalImageID,DecalCellID,DecalSize
HitDummy="LuaScripts/WorldObjects/Explosions/Shells/HE_cin_air.txt"
HitMisc="LuaScripts/WorldObjects/Explosions/Shells/HE_105mm_15kg_2kg_object.txt",3,3,4.380
HitWater="LuaScripts/WorldObjects/Explosions/Shells/HE_105mm_15kg_2kg_water.txt"
HitGround="LuaScripts/WorldObjects/Explosions/Shells/HE_105mm_15kg_2kg_ground.txt"
HitArmor="LuaScripts/WorldObjects/Explosions/Shells/HE_105mm_15kg_2kg_object.txt",3,1,1.329
HitBuilding="LuaScripts/WorldObjects/Explosions/Shells/HE_105mm_15kg_2kg_building.txt"
HitMetal="LuaScripts/WorldObjects/Explosions/Shells/HE_105mm_15kg_2kg_object.txt",3,2,4.260
HitForest="LuaScripts/WorldObjects/Explosions/Shells/HE_105mm_15kg_2kg_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,// 