Does anyone have a formula for the relationship between cfgAmmo's Hit, IndirectHit, IndirectHitRange variables and their effect on vehicles' armour that they could publish, please?
I've been tinkering with a low-tech realism tweak, initially to get rid of SABOT rounds for BMP1s and also resolve the 'sabot rounds go clang not bang' of the BIS config. However, I don't want to pursue [my interpretation of] realism at the expense of the modded units being totally out of synch with existing units in terms of armour or firepower, so I need the formula to find a workable compromise.