That’s the thing, all I said is the source, meaning the code, of the problem isn’t from RealShatter itself.
That is all I said.
I still acknowledged the problem, and made implications that it could be harming RealShatter performance, with my explicit statement in my last post.
feet from the pilot’s legs
I see what you did there
It seems to me like the bug here is with the fragmentation, yes?
And from past posts, Realshatter reduced the damage of fragmentation by reducing the amount of fragments.
Clearly, to see if this is Realshatter, we just have to go into the damage tester and see how many fragments come out of an HEF shell.