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Updated default fallback frag distance to be less extreme and changed fixed a magic number
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@ -68,7 +68,7 @@ if (_metalMass == 0) then {
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private _geometryCoefficient = getNumber (_ammoConfig >> QGVAR(gurney_k));
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if (_geometryCoefficient == 0) then {
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_geometryCoefficient = 0.8;
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_geometryCoefficient = 0.5;
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_notifyMissingEntries = true;
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};
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@ -80,7 +80,7 @@ if (_gurneyConstant == 0) then {
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private _fragCount = getNumber (_ammoConfig >> QGVAR(fragCount));
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if (_fragCount == 0) then {
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_fragCount = 400;
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_fragCount = 250;
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_notifyMissingEntries = true;
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};
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@ -96,7 +96,7 @@ if (_notifyMissingEntries) then {
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*/
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_ammoInfo = [
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ACE_FRAG_MAX_FRAG_RANGE max sqrt (_fragCount / (4 * pi * ACE_FRAG_MIN_FRAG_HIT_CHANCE)),
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0.8 * _gurneyConstant * sqrt (_chargeMass / (_metalMass + _chargeMass * _geometryCoefficient)),
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ACE_FRAG_IMPERIC_VELOCITY_CONSTANT * _gurneyConstant * sqrt (_chargeMass / (_metalMass + _chargeMass * _geometryCoefficient)),
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_fragTypes,
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_fragCount / 4 / pi
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];
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@ -32,6 +32,7 @@
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#define ACE_FRAG_HALF_GRAVITY_APPROX 4.905
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// Lowest chance to hit of 0.5%
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#define ACE_FRAG_MIN_FRAG_HIT_CHANCE 0.005
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#define ACE_FRAG_IMPERIC_VELOCITY_CONSTANT 0.8
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// Make frag hold-off time shortger for low frag
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// value of 150/4/pi ~= 11.93662
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#define ACE_FRAG_LOW_FRAG_MOD_COUNT 11.93662
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