From 6dad8392c19ead46f887db65d52eb461d353cc25 Mon Sep 17 00:00:00 2001
From: "Fisher, Alexander (Alex) (Capt)" <alexander.fisher@nps.edu>
Date: Fri, 10 Sep 2021 09:30:50 -0700
Subject: [PATCH] Update README

---
 .../projects/Fisher/README                    | 24 ++++++++++++-------
 1 file changed, 16 insertions(+), 8 deletions(-)

diff --git a/assignments/src/MV3500Cohort2021JulySeptember/projects/Fisher/README b/assignments/src/MV3500Cohort2021JulySeptember/projects/Fisher/README
index 69686c47e5..939ff02ec6 100644
--- a/assignments/src/MV3500Cohort2021JulySeptember/projects/Fisher/README
+++ b/assignments/src/MV3500Cohort2021JulySeptember/projects/Fisher/README
@@ -1,13 +1,21 @@
-The program I have designed is branching off of Homework 3 to expand the scenario a bit and add some more
-PDUs to be utilized in a simulation.
+The program I have designed is branching off of Homework 3 to expand the scenario a bit and 
+add some more PDUs to be utilized in a simulation.
 
-My scenario starts with a US vehicle (JLTV) equipped with an M240 medium machine gun starting at (0,0,0) and moving on a straight line route to (10,0,0).
+My scenario starts with a US vehicle (JLTV) equipped with an M240 medium machine gun 
+starting at (0,0,0) and moving on a straight line route to (10,0,0).
 
-While on the route, the unit is struck by an IED detonated by a civilain male with a cell phone at 
-coordinates (10,0,100). Upon being struck, the friendly unit fires at the enemy with an M240 machine gun with a 
-range of 1000m firing at the rapid rate (200 rounds per minute).
+While on the route, the unit is struck by an IED detonated by a civilain male with a cell 
+phone at coordinates (10,0,100). Upon being struck, the friendly unit fires at the enemy 
+with an M240 machine gun with a range of 1000m firing at the rapid rate (200 rounds per minute).
 
 After a few seconds of firing, the threat has been neutralized and the simulation ends.
 
-You will notice a few things in this code that can be changed by the user for simulating different scenarios and effects. First, there are three different detonation effects used depending on the probability of detonation used. If we set a low probability of the detonation, the effect will be a dud. If we put a medium probability (0.2-0.8) then we receive a proximate detonation. If we use a high detonation rate (>0.8) then we will see a direct hit. Future developers could then assess levels of damage based on this. I have also added a contactCounter.
-This can be used to see effects on the enemy based on marksmanship of the shooter. It is currently set to 50% (2/4) meaning the first 2 of 4 bursts will impact the dirt around the enemy. This is done using another detonation PDU with dirt impact effects. After the first 2 bursts hit short of the target, we then see the next 2 impacts show in the detonation PDU as direct hit effects. After this the enemy has been neutralized and the simulation is over.
+You will notice a few things in this code that can be changed by the user for simulating 
+different scenarios and effects. First, there are three different detonation effects used depending on the probability of detonation used. If we set a low probability of the detonation, the effect will be a dud. 
+If we put a medium probability (0.2-0.8) then we receive a proximate detonation. If we use a high detonation 
+rate (>0.8) then we will see a direct hit. Future developers could then assess levels of damage based on this. 
+I have also added a contactCounter. This can be used to see effects on the enemy based on marksmanship of 
+the shooter. It is currently set to 50% (2/4) meaning the first 2 of 4 bursts will impact the dirt around the
+enemy. This is done using another detonation PDU with dirt impact effects. After the first 2 bursts hit 
+short of the target, we then see the next 2 impacts show in the detonation PDU as direct hit effects. 
+After this the enemy has been neutralized and the simulation is over.
-- 
GitLab