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				 Roast Veg 
				Data Realms Elite 
				
					 Joined: Tue May 25, 2010 8:27 pm Posts: 4522 Location: Constant motion
				 
				 
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				  Re: Code Values  
					
						And because it's mass, basic physics tells us that it will be affected by gravity to produce a weight value. 
					
  
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			| Sat Jan 29, 2011 3:56 pm | 
			
				
					 
					
					 
				  
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				 PKPenguin 
				
				
					 Joined: Sun Jan 23, 2011 2:17 am Posts: 21
				 
				 
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				  Re: Code Values  
					
						411570N3 wrote: Mass. Higher for heavier. Thanks once again  
					
							
  
							
    							Last edited by PKPenguin on Tue Dec 18, 2018 12:18 am, edited 1 time in total. 
    						 
						
  
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			| Sat Jan 29, 2011 7:26 pm | 
			
				
					 
					
					 
				  
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				 Shook 
				
				
					 Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
				 
				 
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				  Re: Code Values  
					
						As a rule of thumb, higher is more. There is virtually nothing in CC that has an inverse relation with the value of the variable. Some of them miiiiiiiiight have some pretty weird relations (i'm looking at you, Sharpness!), but if you want more of anything, make the number bigger. Also, everything involving a concrete amount of time is defined in milliseconds, and everything related to rate of fire is rounds per minute. General reference list of boredom:
  RateOfFire = Rounds per minute ReloadTime = Time spent reloading in milliseconds RoundCount = Number of rounds in the magazine NormalTravelSpeed = Arbitrary(?) value for walking speed, higher is faster GibWoundLimit = How many shots the object can take before breaking GibImpulseLimit = How big an impulse it takes to break the object (impulse is defined as mass * velocity), newtons third law applies as well (action = reaction) Mass = Object weight in kilograms
  Don't worry about asking too many questions, people here are generally helpful, if a bit callous at times. 
					
  
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			| Sat Jan 29, 2011 8:36 pm | 
			
				
					 
					
					 
				    
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