Path of codes
CfgAmmo:
M_NLAW_AT_F{
....
MaxControlRange = 600; //After range of 600 meters they fly like unguided.One of my evidence,that I'm right.
....
TimeToLife = 5.6; //How much time missile exist after launch,as result they may destroy targets as unguided rocket at distance up to 1km.If need proof,I can record video.This value should be change to blow up missile at range 600-650 meters.
....
};
R_PG32V_F{
maxSpeed = 140 //if in m/s - this is fine
thrust = 0.01 //thrust speed small,but in short time,init speed in CfgMagazines.This value responsable for ballistic,and they feeling like RPG7,not like RPG32.I think if increase it to 140 and....
thrustTime = 0.01//increase it al least a bit more that 1 second to allow to fly 160 meters directly.I other aspects - ballistic would not changes,no need to create new reticle.
};
R_TBG32V_F{
hit = 100 //direct hit damage is to high,they destroy MRAPs via 1 hit.This vehicles have enough armor to save the vehicle.20-30 will be fine,they shall destroy Zamak,and shall not destroy MRAPs and HEMTT.
indirectHit = 50//to much anyway should be same value as dirrect hit,maybe a bit smaller.
indirectHitRange =5//Lethal range IRL,nobody will survive,but will be great to increase damage range,if they're exist.
};
CfgWeapons:
launch_NLAW_F{
aiRateOfFireDistance = 600; //Max distance that AI will engage targets.Another evidence,that I'm right:)
};