Fusing

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Default behavior[edit | edit source]


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Fuse types[edit | edit source]

Altitude[edit | edit source]

This fuse is triggered when the shell is above (high altitude fuse) or below (low altitude fuse) the specified altitude. This appears to be only checked every frame.

When connected to a laser targeter this fuse can be set dynamically.

Time from launch[edit | edit source]

This fuse is triggered after the specified time has passed since firing. This appears to be only checked every frame.

When connected to a laser targeter this fuse can be set dynamically.

Inertial[edit | edit source]

This fuse is triggered on any instantaneous angle change exceeding the specified angle. These include:

  • Reflections or disruptions from shields.
  • Richochets.
  • Skimming off the surface of water.

Penetration depth[edit | edit source]

This fuse is triggered after the shell has passed through the specified amount of material. Note that empty space is not counted towards the depth.

Time from first impact[edit | edit source]

This fuse is triggered after the specified time has passed since the first impact. The timer appears to be only checked every frame.

The following count as impacts for purposes of this fuse:

  • Hitting a block, whether the shell ricochets or not.

The following do not count:

  • Hitting a shield, whether the shell is affected by the shield or not.
  • Hitting the water, whether the shell skims or not.