Class_name = "CBatchBallistics"
object_name = "NPC_SHELL_GER_77_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=0.076

//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=0,64,		49,16,	10,21,	0,44
Armor=500,56,		40,9,	8,26,	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=1000,49,		34,8,	7,15,	0,27
Armor=2000,39,		24,7,	5,10,	0,14

// 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=465	//        ()
MaxDistance=6500		// ,    
Mass=6.85				// 
Mkr=0.8					//  ,     Cx   M=1,        
Mmax=2.5				//  ,     Cx,   M=1,        
Cx_0=0.45				// -   (M <= Mkr),        
Cx_max=0.47				// -   (M = 1),        
Cx_1=0.67				// -   (M >= Mmax),        
R=0.038					// 
LiveTime=45				//  
TimeToDestroy=0			//        (0 ..   )
TracerShowtime = 45		//  
MaxRedirections = 0		// - 
NetworkDecals=true		//true -          

debug=false

//"Explosion file",DecalImageID,DecalCellID,DecalSize
HitDummy="LuaScripts/WorldObjects/Explosions/Shells/he_WW1_air.txt"
HitMisc="LuaScripts/WorldObjects/Explosions/Shells/HE_076mm_6kg_710g_object.txt",3,3,3.378
HitWater="LuaScripts/WorldObjects/Explosions/Shells/HE_076mm_6kg_710g_water.txt"
HitGround="LuaScripts/WorldObjects/Explosions/Shells/HE_076mm_6kg_710g_ground.txt"
HitArmor="LuaScripts/WorldObjects/Explosions/Shells/HE_076mm_6kg_710g_object.txt",3,1,1.025
HitBuilding="LuaScripts/WorldObjects/Explosions/Shells/HE_076mm_6kg_710g_building.txt"
HitMetal="LuaScripts/WorldObjects/Explosions/Shells/HE_076mm_6kg_710g_object.txt",3,2,3.285
HitForest="LuaScripts/WorldObjects/Explosions/Shells/HE_076mm_6kg_710g_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,// 