From e3d7248768c9c812114599f4005cffcd4e060652 Mon Sep 17 00:00:00 2001 From: "Fisher, Alexander (Alex) (Capt)" <alexander.fisher@nps.edu> Date: Fri, 10 Sep 2021 09:31:14 -0700 Subject: [PATCH] Update README --- .../src/MV3500Cohort2021JulySeptember/projects/Fisher/README | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/assignments/src/MV3500Cohort2021JulySeptember/projects/Fisher/README b/assignments/src/MV3500Cohort2021JulySeptember/projects/Fisher/README index 939ff02ec6..863f5cb213 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 -- GitLab