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From the Depths Wiki
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Fusing
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Fusing
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== Fuse types == === Altitude === 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 === This fuse is triggered after the specified time has passed since firing. This appears to be only checked every frame (ie, faster projectiles have a chance to be less precise with this fusing). When connected to a laser targeter this fuse can be set dynamically. === Inertial === 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 === This fuse is triggered after the shell has passed through the specified amount of blocks. Note that empty space is not counted towards the depth. *For APS only, a pen depth fuse increases projectile speed by 10%. === Time from first impact === This fuse is triggered after the specified time has passed since the first impact. The timer appears to be only checked every frame (ie, faster projectiles have a chance to be less precise with this fusing). 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.
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