diff --git a/assignments/src/MV3500Cohort2021JulySeptember/projects/Fisher/README b/assignments/src/MV3500Cohort2021JulySeptember/projects/Fisher/README
index 939ff02ec633eb9cb0c859830d3c5005ce4d6847..863f5cb213c113bf724cc458defe43941d29aae0 100644
--- a/assignments/src/MV3500Cohort2021JulySeptember/projects/Fisher/README
+++ b/assignments/src/MV3500Cohort2021JulySeptember/projects/Fisher/README
@@ -11,7 +11,8 @@ with an M240 machine gun with a range of 1000m firing at the rapid rate (200 rou
 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. 
+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