////////////////////////////////////////////////////////
// Default Bullet Config - Do Not Change
////////////////////////////////////////////////////////

BULLET
{
    name = def // do not change this!
	DisplayName = Default Bullet //human-readable name for RMB info/ammo selection/etc.
	caliber = 30
	bulletVelocity = 1109
	bulletMass = 0.3880
	bulletDragTypeName = AnalyticEstimate	
	apBulletMod = 1 //Armor penetration depth multiplier	
	projectileCount = 1 //projectiles fired per triggerpull, for shotguns/etc
	//Bullet stats
	explosive = Standard //choose from Standard or Shaped, or None for non-explosive rounds
	incendiary = False //round starts fires
	EMP = false //inflicts EMP buildup
	nuclear = false //nuclear shell, uses tntMass for yield(kt)
	beehive = false //round separates into multiple submunitions on Timed/Proximity Fuze detonation
	subMunitionType = def; 1// only needed if beehive = true, else leave blank/don't add. integer after type specifies # of subprojectiles released
	projectileTTL= 0.5 //time to live, used by submunitions deployed from beehive rounds to set how long they persist for 
	subProjectileDispersion = -1 //spread angle of subprojectiles, leave -1 for spread determined by vel and pellet quantity
	massMod = 0 //mass (in tons) added to hit part. negative values will reduce mass instead
	impulse = 0// impulse applied to hit part. negative values will pull instead of push
	tntMass = 0.001
	fuzeType = None // choose from None, Timed, Proximity, Flak, Impact, Delay, or Penetrating
 	guidanceDPS = 0 //for homing bullets, turnrate/s in degrees
	guidanceRange = -1 //for homing bullets, homing range in m (set to -1 for infinite range)
	//Tracer settings
	projectileColor = 255, 15, 0, 128//RGBA 0-255, final color of shot if fadeColor = True
	fadeColor = False //fade color from startColor to projectileColor?
	startColor = 255, 90, 0, 32 // initial shot color if fadeColor = True
}

////////////////////////////////////////////////////////
// End Default Bullet Config
////////////////////////////////////////////////////////
BULLET
{
    name = 7.62x39mmBullet  
	DisplayName = 7.62 Kalashnikov
	caliber = 7.62
	bulletVelocity = 718
	bulletMass = 0.0965
	//HE Bullet Values
	explosive = None
	incendiary = False
    tntMass = 0
	fuzeType = None 
	projectileColor = 254, 185, 0, 160 //RGBA 0-255 
	fadeColor = False
	startColor = 254, 185, 25, 120
	projectileCount = 1
	apBulletMod = 1
	bulletDragTypeName = AnalyticEstimate		
}

BULLET
{
    name = 7.7x56mmBullet  
	DisplayName = .303 British
	caliber = 7.7
	bulletVelocity = 825
	bulletMass = 0.00975
	//HE Bullet Values
	explosive = None
	incendiary = False
	tntMass = 0
	fuzeType = None 
	projectileColor = 145, 249, 163, 160 //RGBA 0-255 
	fadeColor = False
	startColor = 145, 249, 160, 120
	projectileCount = 1
	apBulletMod = 1	//15mm penetration steel
	bulletDragTypeName = AnalyticEstimate		
}

BULLET
{
    name = 7.92mmBullet
	DisplayName = 7.92 Mauser
	caliber = 7.92
	bulletVelocity = 825
	bulletMass = 0.01
	//HE Bullet Values
	explosive = None
	incendiary = False
	tntMass = 0
	fuzeType = None 
	projectileColor = 222, 249, 242, 160 //RGBA 0-255 
	fadeColor = False
	startColor = 222, 249, 242, 120
	projectileCount = 1
	apBulletMod = 1 //15mm
	bulletDragTypeName = AnalyticEstimate
}

BULLET
{
    name = 9mmBullet
	DisplayName = 9mm Bullet
	caliber = 9
	bulletVelocity = 380
	bulletMass = 0.114
	//HE Bullet Values
	explosive = None
	incendiary = False
	tntMass = 0
	fuzeType = None 
	projectileColor = 212, 145, 2, 160 //RGBA 0-255 
	fadeColor = False
	startColor = 212, 145, 2, 120
	projectileCount = 1
	apBulletMod = 1 //11mm 
	bulletDragTypeName = AnalyticEstimate	
}

BULLET
{
	// RaufossMk211
    name = 12.7mmBullet
	DisplayName = Raufoss Mk211
	caliber = 12.7
	bulletVelocity = 915
	bulletMass = .06
	explosive = Standard
	incendiary = False
	tntMass = .01
	apBulletMod = 1 //should be 15.6mm at 1000m
	bulletDragTypeName = AnalyticEstimate
	projectileCount = 1
	fuzeType = Impact 
	projectileColor = 255, 50, 0, 160 //RGBA 0-255 
	fadeColor = True
	startColor = 255, 105, 25, 120
}

BULLET
{
    name = 12.7mmAPIBullet
	DisplayName = .50 API
	caliber = 12.7
	bulletVelocity = 890
	bulletMass = .057
	//HE Bullet Values
	explosive = None
	incendiary = True
	tntMass = 0
	apBulletMod = 1.2 //36mm
	bulletDragTypeName = AnalyticEstimate
	projectileCount = 1
	fuzeType = None 
	projectileColor = 215, 175, 0, 128
	fadeColor = True
	startColor = 255, 215, 25, 0	
}

BULLET
{
    name = 12.7mmHEBullet
	DisplayName = .50 HE
	caliber = 12.7
	bulletVelocity = 890
	bulletMass = .052
	//HE Bullet Values
	explosive = Standard
	incendiary = False
	tntMass = .008
	apBulletMod = 0.8 //23mm
	bulletDragTypeName = AnalyticEstimate
	projectileCount = 1
	fuzeType = Impact 
	projectileColor = 255, 15, 0, 128
	fadeColor = False
	startColor = 128, 128, 128, 0	
}

BULLET
{
    name = 20mmBullet //USN 20mm
	DisplayName = USN 20mm
	caliber = 20
	bulletVelocity = 880
	bulletMass = 0.168
	//HE Bullet Values
	explosive = None
	incendiary = False
	tntMass = 0
	fuzeType = None 
	projectileColor = 255, 255, 180, 128
	fadeColor = False
	startColor = 128, 128, 128, 0
	projectileCount = 1
	apBulletMod = 1 //40mm
	bulletDragTypeName = AnalyticEstimate	
}

BULLET
{
    name = 20mmShortBullet //Mgeschoss
	DisplayName = 20mm Mgeschoss
	caliber = 20
	bulletVelocity = 810
	bulletMass = 0.095
	//HE Bullet Values
	explosive = Standard
	incendiary = False
	tntMass = 0.09
	fuzeType = Impact 
	projectileColor = 206, 255, 10, 128
	fadeColor = False
	startColor = 128, 128, 128, 0
	projectileCount = 1
	apBulletMod = 0.46 //11mm
	bulletDragTypeName = AnalyticEstimate	
}

BULLET
{
    name = 20x102mmBullet //Vulcan API
	DisplayName = 20mm API
	caliber = 20
	bulletVelocity = 1030
	bulletMass = 0.1101
	//HE Bullet Values
	explosive = None
	incendiary = True
	tntMass = 0
	fuzeType = None 
	projectileColor = 255, 60, 0, 128
	fadeColor = False
	startColor = 255, 105, 0, 64
	projectileCount = 1
	apBulletMod = 1 //38mm //6.4mm pen at 1000m
	bulletDragTypeName = AnalyticEstimate	
}

BULLET
{
    name = 20x102mmHEBullet //Vulcan HE
	DisplayName = 20mm HE
	caliber = 20
	bulletVelocity = 1030
	bulletMass = 0.1
	//HE Bullet Values
	explosive = Standard
	incendiary = False
	tntMass = 0.015 // originally 0.0625
	fuzeType = Impact 
	projectileColor = 255, 15, 0, 128
	fadeColor = False
	startColor = 128, 128, 128, 0
	projectileCount = 1
	apBulletMod = 0.37 // 12.7mm
	bulletDragTypeName = AnalyticEstimate	
}

BULLET
{
    name = 20x102mmSAPHEIBullet //Vulcan PGU-28/B
	DisplayName = 20mm SAPHEI
	caliber = 20
	bulletVelocity = 1050
	bulletMass = 0.1024
	//HE Bullet Values
	explosive = Standard
	incendiary = False
	tntMass = 0.015 // originally 0.0625
	fuzeType = Impact 
	projectileColor = 255, 15, 0, 128
	fadeColor = False
	startColor = 128, 128, 128, 0
	projectileCount = 1
	apBulletMod = 0.75 //28mm
	bulletDragTypeName = AnalyticEstimate	
}

BULLET
{
    name = 20x102mmEMPBullet //Vulcan HE
	DisplayName = BlueScreen
	caliber = 20
	bulletVelocity = 950
	bulletMass = 0.1101
	//HE Bullet Values
	explosive = None
	incendiary = False
	EMP = True
	tntMass = 0
	fuzeType = Impact 
	projectileColor = 255, 15, 0, 128
	fadeColor = False
	startColor = 128, 128, 128, 0
	projectileCount = 1
	apBulletMod = 0.1
	bulletDragTypeName = AnalyticEstimate	
}

BULLET
{
    name = 20x102mmGravBullet //Vulcan HE
	DisplayName = Gravitic
	caliber = 20
	bulletVelocity = 950
	bulletMass = 0.1101
	//HE Bullet Values
	explosive = None
	incendiary = False
	massMod = 0.1
	impulse = 2000
	tntMass = 0
	fuzeType = Impact 
	projectileColor = 255, 15, 0, 128
	fadeColor = False
	startColor = 128, 128, 128, 0
	projectileCount = 1
	apBulletMod = 0.1
	bulletDragTypeName = AnalyticEstimate	
}
BULLET
{
    name = 23x115mmBullet //Afansev-Makarov
	DisplayName = 23mm Shell
	caliber = 23
	bulletVelocity = 720
	bulletMass = 0.1900
	//HE Bullet Values
	explosive = Standard
	incendiary = False
	tntMass = 0.2534
	fuzeType = Impact 
	projectileColor = 254, 35, 2, 160 //RGBA 0-255 
	fadeColor = False
	startColor = 245, 35, 2, 120
	projectileCount = 1
	apBulletMod = 1 //25mm
	bulletDragTypeName = AnalyticEstimate	
}

BULLET
{
    name = 23x152mmBullet //Vya-23
	DisplayName = 23x152mm Shell
	caliber = 23
	bulletVelocity = 1020
	bulletMass = 0.19
	//HE Bullet Values
	explosive = Standard
	incendiary = False
	tntMass = 0.2534
	fuzeType = Impact 
	projectileColor = 254, 35, 2, 160 //RGBA 0-255 
	fadeColor = False
	startColor = 245, 35, 2, 120
	projectileCount = 1
	apBulletMod = 0.8 //34mm
	bulletDragTypeName = AnalyticEstimate	
}

BULLET
{
    name = 25mmBullet
	DisplayName = 25mm Bullet
	caliber = 25
	bulletVelocity = 1020
	bulletMass = 0.195
	//HE Bullet Values
	explosive = None
	incendiary = False
	tntMass = 0
	fuzeType = None 
	projectileColor = 254, 245, 21, 160 //RGBA 0-255 
	fadeColor = False
	startColor = 245, 245, 21, 120
	projectileCount = 1
	apBulletMod = 1 //41mm
	bulletDragTypeName = AnalyticEstimate	
}

BULLET
{
    name = 25x115mmBullet
	DisplayName = 25mm Shell
	caliber = 25
	bulletVelocity = 720
	bulletMass = 0.19
	//HE Bullet Values
	explosive = Standard
	incendiary = False
	tntMass = 0.2534
	fuzeType = Impact 
	projectileColor = 254, 35, 2, 160 //RGBA 0-255 
	fadeColor = False
	startColor = 245, 35, 2, 120
	projectileCount = 1
	apBulletMod = 0.8 //19mm
	bulletDragTypeName = AnalyticEstimate	
}

BULLET
{
    name = 25x137mmBullet
	DisplayName = 25mm Bushmaster
	caliber = 25
	bulletVelocity = 1020
	bulletMass = 0.19
	//HE Bullet Values
	explosive = Standard
	incendiary = True
	tntMass = 0.05  //Originally 0.2534
	fuzeType = Impact 
	projectileColor = 254, 35, 2, 160 //RGBA 0-255 
	fadeColor = False
	startColor = 245, 35, 2, 120
	projectileCount = 1
	apBulletMod = 0.8 //33mm
	bulletDragTypeName = AnalyticEstimate	
}

BULLET
{
    name = 25x137mmAPEXBullet
	DisplayName = 25mm APEX
	caliber = 25
	bulletVelocity = 970
	bulletMass = 0.223
	//HE Bullet Values
	explosive = Standard
	incendiary = False
	tntMass = 0.05
	fuzeType = Impact 
	projectileColor = 254, 35, 2, 160 //RGBA 0-255 
	fadeColor = False
	startColor = 245, 35, 2, 120
	projectileCount = 1
	apBulletMod = 0.95 //40mm
	bulletDragTypeName = AnalyticEstimate	
}

BULLET
{ 
	name = 25x173mmFlak //flak
	DisplayName = 25mm FlaK
	caliber = 25
	bulletVelocity = 1020
	bulletMass = 0.19
	//HE Bullet Values
	explosive = Standard
	incendiary = False
	tntMass = 0.1
	fuzeType = Flak 
	projectileColor = 115, 115, 70, 128
	fadeColor = False
	startColor = 128, 128, 128, 0
	projectileCount = 1
	apBulletMod = 0.7
	bulletDragTypeName = NumericalIntegration	
}

BULLET
{
    name = 30mmBullet //Mk 108
	DisplayName = 30mm Mgeschoss
	caliber = 30
	bulletVelocity = 540
	bulletMass = 0.33
	//HE Bullet Values
	explosive = Standard
	incendiary = False
	tntMass = 0.12
	fuzeType = Impact 
	projectileColor = 255, 130, 0, 128
	fadeColor = False
	startColor = 128, 128, 128, 120
	projectileCount = 1
	apBulletMod = 0.87 //15mm
	bulletDragTypeName = AnalyticEstimate	
}

BULLET
{
    name = 30x165Bullet //gSH-301
	DisplayName = 30mm gSH
	caliber = 30
	bulletVelocity = 870
	bulletMass = 0.3880
	//HE Bullet Values
	explosive = None
	incendiary = False
	tntMass = 0
	fuzeType = None 
	projectileColor = 255, 0, 0, 128
	fadeColor = True
	startColor = 255, 255, 0, 120
	projectileCount = 1
	apBulletMod = 1 //41mm
	bulletDragTypeName = AnalyticEstimate	
}

BULLET
{
    name = 30x173Bullet //GAU API
	DisplayName = 30mm API
	caliber = 30
	bulletVelocity = 1109
	bulletMass = 0.3880
	//HE Bullet Values
	explosive = None
	incendiary = True //sure, why not?
	tntMass = 0
	fuzeType = None 
	projectileColor = 255, 70, 0, 128
	fadeColor = False
	startColor = 128, 128, 128, 120
	projectileCount = 1
	apBulletMod = 1.1 //65mm
	bulletDragTypeName = AnalyticEstimate
	
}

BULLET
{
    name = 30x173HEBullet //GAU HE
	DisplayName = 30mm HE
	caliber = 30
	bulletVelocity = 1109
	bulletMass = 0.3880
	//HE Bullet Values
	explosive = Standard
	incendiary = False
	tntMass = 0.077 // originally 0.254
	fuzeType = Impact 
	projectileColor = 255, 20, 0, 128
	fadeColor = True
	startColor = 255, 30, 0, 32
	projectileCount = 1
	apBulletMod = 0.8 //47mm
	bulletDragTypeName = AnalyticEstimate	
}

BULLET
{
    name = 30x173VTBullet //Goalkeeper
	DisplayName = 30mm Airburst
	caliber = 30
	bulletVelocity = 1109
	bulletMass = 0.3880
	//HE Bullet Values
	explosive = Standard
	incendiary = False
	tntMass = 0.0770 // originally 0.254
	fuzeType = Timed 
	projectileColor = 255, 20, 0, 128
	fadeColor = True
	startColor = 255, 30, 0, 32
	projectileCount = 1
	apBulletMod = 0.8 //47
	bulletDragTypeName = AnalyticEstimate	
}
BULLET
{
    name = 35x228HEBullet //oerlikon
	DisplayName = Oerlikon HE
	caliber = 35
	bulletVelocity = 1175
	bulletMass = 0.51
	//HE Bullet Values
	explosive = Standard
	incendiary = False
	tntMass = 0.098
	fuzeType = Impact 
	projectileColor = 255, 250, 0, 128
	fadeColor = True
	startColor = 255, 120, 0, 32
	projectileCount = 1
	apBulletMod = 0.8 //55
	bulletDragTypeName = AnalyticEstimate	
}
BULLET
{
    name = 35x228AHEADBullet //oerlikon
	DisplayName = Oerlikon AHEAD
	caliber = 35
	bulletVelocity = 1100
	bulletMass = 0.550
	//HE Bullet Values
	explosive = Standard
	incendiary = False
	beehive = True
	subMunitionType = 35x228AHEADPellet; 30 //IRL 152!
	tntMass = 0.01
	fuzeType = Timed 
	projectileColor = 255, 250, 0, 128
	fadeColor = True
	startColor = 255, 240, 0, 32
	projectileCount = 1
	apBulletMod = 0.8 //55
	bulletDragTypeName = AnalyticEstimate	
}

BULLET
{
    name = 35x228AHEADPellet //oerlikon
	DisplayName = AHEAD Submunition
	caliber = 10
	bulletVelocity = 0 //this is added to parent bulletVelocity
	bulletMass = 0.025
	//HE Bullet Values
	explosive = None
	incendiary = False
	tntMass = 0
	fuzeType = None 
	projectileColor = 144, 144, 144, 128
	fadeColor = True
	startColor = 192, 192, 192, 32
	apBulletMod = 0.8 //21mm
	projectileTTL= 0.5
	bulletDragTypeName = AnalyticEstimate
	projectileCount = 1
	subProjectileDispersion = 0.75 //degrees of spread
}

BULLET
{
    name = 40x53HEBullet //40mm grenade?
	DisplayName = 40mm Grenade
	caliber = 40
	bulletVelocity = 242
	bulletMass = 0.3500
	//HE Bullet Values
	explosive = Standard
	incendiary = False
	tntMass = 0.25
	fuzeType = Impact 
	projectileColor = 255, 242, 0, 128
	fadeColor = False
	startColor = 128, 128, 128, 0
	projectileCount = 1
	apBulletMod = 0.8 //2.8mm
	bulletDragTypeName = AnalyticEstimate	
}

BULLET
{
    name = 40x311mmHEBullet
	DisplayName = 40mm Bofors
	caliber = 40
	bulletVelocity = 540
	bulletMass = 0.3500
	//HE Bullet Values
	explosive = Standard
	incendiary = False
	tntMass = 0.25
	fuzeType = Impact 
	projectileColor = 167, 218, 240, 128
	fadeColor = False
	startColor = 167, 218, 240, 0
	projectileCount = 1
	apBulletMod = 0.8 //13mm
	bulletDragTypeName = AnalyticEstimate	
}

BULLET
{
    name = 57mmBullet 
	DisplayName = 57mm Shell
	caliber = 57
	bulletVelocity = 1035
	bulletMass = 2.4
	//HE Bullet Values
	explosive = Standard
	incendiary = False
	tntMass = 1.2
	fuzeType = Impact 
	projectileColor = 240, 190, 0, 128
	fadeColor = False
	startColor = 240, 190, 128, 0
	projectileCount = 1
	apBulletMod = 0.8 //73mm
	bulletDragTypeName = AnalyticEstimate	
}

BULLET
{
    name = 75mmBullet
	DisplayName = 75mm HE
	caliber = 75
	bulletVelocity = 620
	bulletMass = 6.8
	//HE Bullet Values
	explosive = Standard
	incendiary = False
	tntMass = 5.44
	fuzeType = Impact 
	projectileColor = 248, 248, 230, 128
	fadeColor = False
	startColor = 248, 247, 230, 0
	projectileCount = 1
	apBulletMod = 0.8 //48mm
	bulletDragTypeName = AnalyticEstimate	
}

BULLET
{
    name = 76x636mmBullet 
	DisplayName = 76mm HE
	caliber = 62
	bulletVelocity = 915
	bulletMass = 6.8
	//HE Bullet Values
	explosive = Standard
	incendiary = False
	tntMass = 5.44
	fuzeType = Impact 
	projectileColor = 255, 242, 0, 128
	fadeColor = False
	startColor = 128, 128, 128, 0
	projectileCount = 1
	apBulletMod = 0.8 //88mm
	bulletDragTypeName = AnalyticEstimate	
}

BULLET
{
    name = TungstenBullet
	DisplayName = Tungsten HVAP
	caliber = 105
	bulletVelocity = 5000
	bulletMass = 1.25
	//HE Bullet Values
	explosive = None
	incendiary = False
	tntMass = 0
	fuzeType = None 
	projectileColor = 122, 170, 240, 128
	fadeColor = False
	startColor = 122, 170, 240, 0
	projectileCount = 1
	apBulletMod = 1 //500mm
	bulletDragTypeName = AnalyticEstimate	
}

BULLET
{
    name = WMDBullet
	DisplayName = Atomic Shell
	caliber = 200
	bulletVelocity = 3000
	bulletMass = 500
	//HE Bullet Values
	explosive = None
	incendiary = False
	nuclear = True
	EMP = True
	tntMass = 4
	fuzeType = Impact 
	projectileColor = 255, 242, 0, 128
	fadeColor = False
	startColor = 128, 128, 128, 0
	projectileCount = 1
	apBulletMod = 1 //N/A
	bulletDragTypeName = AnalyticEstimate
	
}

BULLET
{
    name = LaserBolt
	DisplayName = Laser
	caliber = 30
	bulletVelocity = 4000
	bulletMass = 0.125
	//HE Bullet Values
	explosive = None
	incendiary = True
	tntMass = 0
	fuzeType = None 
	projectileColor = 0, 240, 100, 128
	fadeColor = False
	startColor = 0, 240, 100, 0
	projectileCount = 1
	apBulletMod = 0.1 //14mm
	bulletDragTypeName = AnalyticEstimate
	
}

BULLET
{
    name = 90mmBullet
	DisplayName = 90mm Bullet
	caliber = 90
	bulletVelocity = 850
	bulletMass = 14
	//HE Bullet Values
	explosive = None
	incendiary = False
	tntMass = 0
	fuzeType = None 
	projectileColor = 255, 242, 0, 128
	fadeColor = False
	startColor = 128, 128, 128, 0
	projectileCount = 1
	apBulletMod = 1 //133mm
	bulletDragTypeName = AnalyticEstimate
	
}

BULLET
{
    name = 100mmBullet
	DisplayName = 100mm Bullet
	caliber = 100
	bulletVelocity = 1020
	bulletMass = 14.75
	//HE Bullet Values
	explosive = None
	incendiary = False
	tntMass = 0
	fuzeType = None 
	projectileColor = 255, 242, 0, 128
	fadeColor = False
	startColor = 128, 128, 128, 0
	projectileCount = 1
	apBulletMod = 1 //165mm
	bulletDragTypeName = AnalyticEstimate
	
}

BULLET
{ 
	name = 105mmBullet //slug
	DisplayName = 105mm AP
	caliber = 105
	bulletVelocity = 1020
	bulletMass = 19.5
	//HE Bullet Values
	explosive = None
	incendiary = False
	tntMass = 0
	fuzeType = None 
	projectileColor = 255, 242, 0, 128
	fadeColor = False
	startColor = 128, 128, 128, 0
	projectileCount = 1
	apBulletMod = 1 //187mm
	bulletDragTypeName = AnalyticEstimate	
}

BULLET
{ 
	name = 105mmBulletAE //mortar
	DisplayName = 105mm Mortar
	caliber = 105
	bulletVelocity = 150
	bulletMass = 25
	//HE Bullet Values
	explosive = Standard
	incendiary = False
	tntMass = 24.5
	fuzeType = Impact 
	projectileColor = 120, 120, 230, 128
	fadeColor = False
	startColor = 128, 128, 128, 0
	projectileCount = 1
	apBulletMod = 1 //6mm
	bulletDragTypeName = AnalyticEstimate	
}

BULLET
{ 
	name = 105mmBulletNI //flak
	DisplayName = 105mm Flak
	caliber = 105
	bulletVelocity = 1070
	bulletMass = 17.8
	//HE Bullet Values
	explosive = Standard
	incendiary = False
	tntMass = 35
	fuzeType = Flak 
	projectileColor = 115, 115, 70, 128
	fadeColor = False
	startColor = 128, 128, 128, 0
	projectileCount = 1
	apBulletMod = 1
	bulletDragTypeName = NumericalIntegration	
}

BULLET
{
    name = 105mmGSBullet //cannister
	DisplayName = 105mm Cannister
	caliber = 15
	bulletVelocity = 900
	bulletMass = 0.096
	//HE Bullet Values
	explosive = None
	incendiary = False
	tntMass = 0
	fuzeType = None 
	projectileColor = 250, 250, 230, 128
	fadeColor = False
	startColor = 128, 128, 128, 0
	projectileCount = 20
	apBulletMod = 1 //35mm
	bulletDragTypeName = AnalyticEstimate	
}

BULLET
{
    name = 105mmHEBullet  //explosive
	DisplayName = 105mm HE
	caliber = 105
	bulletVelocity = 1020
	bulletMass = 19.6
	//HE Bullet Values
	explosive = Standard
	incendiary = False
	tntMass = 15.68
	fuzeType = Impact 
	projectileColor = 250, 250, 230, 128
	fadeColor = False
	startColor = 128, 128, 128, 0
	projectileCount = 1
	apBulletMod = 0.8 //150mm
	bulletDragTypeName = AnalyticEstimate
	
}

BULLET
{
    name = 4p5inchQFBullet
	DisplayName = 4.5in HE
	caliber = 113
	bulletVelocity = 746
	bulletMass = 29.4
	//HE Bullet Values
	explosive = Standard
	incendiary = False
	tntMass = 23.52
	fuzeType = Impact 
	projectileColor = 250, 240, 90, 128
	fadeColor = False
	startColor = 128, 128, 128, 0
	projectileCount = 1
	apBulletMod = 0.8 //111mm
	bulletDragTypeName = AnalyticEstimate
	
}

BULLET
{
    name = 120mmBullet
	DisplayName = 120mm AP
	caliber = 120
	bulletVelocity = 1200
	bulletMass = 20
	//HE Bullet Values
	explosive = None
	incendiary = False
	tntMass = 0
	fuzeType = None 
	projectileColor = 250, 240, 90, 128
	fadeColor = False
	startColor = 128, 128, 128, 0
	projectileCount = 1
	apBulletMod = 1.0 //216mm
	bulletDragTypeName = AnalyticEstimate	
}

BULLET
{
    name = 120mmBulletHE
	DisplayName = 120mm HEAT
	caliber = 120
	bulletVelocity = 1140
	bulletMass = 13.1
	//HE Bullet Values
	explosive = Shaped
	incendiary = False
	tntMass = 1.5
	fuzeType = Impact 
	projectileColor = 250, 130, 0, 128
	fadeColor = False
	startColor = 128, 128, 128, 0
	projectileCount = 1
	apBulletMod = 0.5981 // 210 mm
	bulletDragTypeName = AnalyticEstimate	
}

BULLET
{
    name = 120mmBulletHEAT
	DisplayName = 120mm HEAT
	caliber = 120
	bulletVelocity = 1140
	bulletMass = 13.1
	//HE Bullet Values
	explosive = Shaped
	incendiary = False
	tntMass = 2.360
	fuzeType = Impact 
	projectileColor = 250, 130, 0, 128
	fadeColor = False
	startColor = 128, 128, 128, 0
	projectileCount = 1
	apBulletMod = 0.9057 // 480 mm
	bulletDragTypeName = AnalyticEstimate	
}

BULLET
{
    name = 120mmBulletSabot
	DisplayName = 120mm Sabot
	caliber = 27
	bulletVelocity = 1690
	bulletMass = 4.92
	//HE Bullet Values
	explosive = None
	incendiary = True //DU is pyrolic
	tntMass = 0
	fuzeType = None 
	projectileColor = 240, 240, 230, 128
	fadeColor = False
	startColor = 128, 128, 128, 0
	projectileCount = 1
	apBulletMod = 0.7838 // 629mm
	bulletDragTypeName = AnalyticEstimate	
}

BULLET
{
    name = 120mmBulletCannister
	DisplayName = 120mm Cannister
	caliber = 20
	bulletVelocity = 1200
	bulletMass = 0.17
	//HE Bullet Values
	explosive = None
	incendiary = False
	tntMass = 0
	fuzeType = None 
	projectileColor = 250, 70, 0, 128
	fadeColor = False
	startColor = 128, 128, 128, 0
	projectileCount = 40
	apBulletMod = 0.7 //40mm
	bulletDragTypeName = AnalyticEstimate
}

BULLET
{
    name = 122mmBullet
	DisplayName = 122mm HE
	caliber = 122
	bulletVelocity = 685
	bulletMass = 22.3
	//HE Bullet Values
	explosive = Standard
	incendiary = False
	tntMass = 17.84
	fuzeType = Impact 
	projectileColor = 250, 70, 0, 128
	fadeColor = False
	startColor = 128, 128, 128, 0
	projectileCount = 1
	apBulletMod = 0.8 //77mm
	bulletDragTypeName = AnalyticEstimate
	
}

BULLET
{
    name = 125mmBulletHE
	DisplayName = 125mm HE
    caliber = 125
    bulletVelocity = 915
    bulletMass = 18.4
    //HE Bullet Values
    explosive = Standard
	incendiary = False
    tntMass = 8.5
    fuzeType = Impact 
	projectileColor = 250, 70, 0, 128
	fadeColor = False
	startColor = 128, 128, 128, 0
	projectileCount = 1
    apBulletMod = 0.9 //124mm
    bulletDragTypeName = AnalyticEstimate

}

BULLET
{
    name = 125mmBulletSabot
	DisplayName = 125mm Sabot
    caliber = 25
    bulletVelocity = 1660
    bulletMass = 5.12
    //HE Bullet Values
    explosive = None
	incendiary = True
    tntMass = 0
    fuzeType = None 
	projectileColor = 250, 70, 0, 128
	fadeColor = False
	startColor = 128, 128, 128, 0
	projectileCount = 1
    apBulletMod = 0.6115 // 580 mm
    bulletDragTypeName = AnalyticEstimate

}

BULLET
{
    name = 130Bullet
	DisplayName = 130mm AP
	caliber = 130
	bulletVelocity = 725
	bulletMass = 25
	//HE Bullet Values
	explosive = None
	incendiary = False
	tntMass = 0
	fuzeType = None 
	projectileColor = 250, 70, 0, 128
	fadeColor = False
	startColor = 128, 128, 128, 0
	projectileCount = 1
	apBulletMod = 1 //108mm
	bulletDragTypeName = AnalyticEstimate
	
}

BULLET
{
    name = QF5-25Bullet
	DisplayName = 5-25 HE
	caliber = 133
	bulletVelocity = 814
	bulletMass = 36.29
	//HE Bullet Values
	explosive = Standard
	incendiary = False
	tntMass = 29
	fuzeType = Delay 
	projectileColor = 250, 70, 0, 128
	fadeColor = False
	startColor = 128, 128, 128, 0
	projectileCount = 1
	apBulletMod = 0.8 //127mm
	bulletDragTypeName = AnalyticEstimate
	
}

BULLET
{
    name = 155mmBullet
	DisplayName = 6.1in HE
	caliber = 155
	bulletVelocity = 563
	bulletMass = 90.7
	//HE Bullet Values
	explosive = Standard
	incendiary = False
	tntMass = 72.56
	fuzeType = Impact 
	projectileColor = 250, 70, 0, 128
	fadeColor = False
	startColor = 128, 128, 128, 0
	projectileCount = 1
	apBulletMod = 0.8 //105mm
	bulletDragTypeName = AnalyticEstimate
	
}

BULLET
{
    name = 203HEBullet
	DisplayName = 8in HE
	caliber = 203
	bulletVelocity = 607
	bulletMass = 100
	//HE Bullet Values
	explosive = Standard
	incendiary = False
	tntMass = 80
	fuzeType = Delay 
	projectileColor = 250, 70, 0, 128
	fadeColor = False
	startColor = 128, 128, 128, 0
	projectileCount = 1
	apBulletMod = 0.8 //102mm
	bulletDragTypeName = AnalyticEstimate
	
}

BULLET
{
    name = 356ApBullet
	DisplayName = 14in HE
	caliber = 356
	bulletVelocity = 629
	bulletMass = 636
	//HE Bullet Values
	explosive = Standard
	incendiary = False
	tntMass = 508
	fuzeType = Penetrating 
	projectileColor = 250, 70, 0, 128
	fadeColor = False
	startColor = 128, 128, 128, 0
	projectileCount = 1
	apBulletMod = 1.7 //439mm
	bulletDragTypeName = AnalyticEstimate
	
}
