mirror of
https://github.com/PorktoberRevolution/ReStocked
synced 2024-06-11 05:54:07 +00:00
296 lines
5.4 KiB
INI
296 lines
5.4 KiB
INI
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PART
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{
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name = restock-srb-mallet-1
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module = Part
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author = Chris Adderley (Nertea)
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rescaleFactor = 1
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scale = 1
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MODEL
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{
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model = ReStockPlus/Assets/Engine/restock-engine-mallet-1
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}
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node_stack_bottom = 0.0, -0.9975, 0.0, 0.0, -1.0, 0.0, 0
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node_stack_top = 0.0, 0.7575, 0.0, 0.0, 1.0, 0.0, 0
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node_attach = 0.0, 0.0, -0.3125, 0.0, 0.0, 1.0, 0
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TechRequired = start
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entryCost = 0
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cost = 200
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category = Engine
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subcategory = 0
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title =
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description =
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attachRules = 1,1,1,1,0
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mass = 0.45
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heatConductivity = 0.06 // 1/2 default
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skinInternalConductionMult = 4.0
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emissiveConstant = 0.5 // yes, it's white. But let's claim it's an emissive white...
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dragModelType = default
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maximum_drag = 0.3
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minimum_drag = 0.2
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angularDrag = 2
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crashTolerance = 7
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maxTemp = 2000 // = 3600
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stagingIcon = SOLID_BOOSTER
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bulkheadProfiles = size0, srf
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tags = #autoLOC_500489 //#autoLOC_500489 = (flea moar (more motor rocket srb
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MODULE
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{
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name = ModuleEnginesFX
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thrustVectorTransformName = thrustTransform
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throttleLocked = True
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exhaustDamage = True
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ignitionThreshold = 0.1
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minThrust = 0
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maxThrust = 192
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heatProduction = 545
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useEngineResponseTime = True
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engineAccelerationSpeed = 10.0
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allowShutdown = False
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fxOffset = 0, 0, 0.12
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// Possible EngineType values:
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// Generic, SolidBooster, LiquidFuel, Piston, Turbine, ScramJet, Electric, Nuclear, MonoProp
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EngineType = SolidBooster
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exhaustDamageDistanceOffset = 0.6
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PROPELLANT
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{
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name = SolidFuel
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ratio = 1.0
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DrawGauge = True
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}
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atmosphereCurve
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{
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key = 0 165
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key = 1 140
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key = 6 0.001
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}
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}
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RESOURCE
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{
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name = SolidFuel
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amount = 80
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maxAmount = 80
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}
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MODULE
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{
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name = ModuleTestSubject
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useStaging = True
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useEvent = True
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situationMask = 60
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CONSTRAINT
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{
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// disable all but home
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type = SITUATION
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value = 0
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body = _NotHome
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prestige = Trivial
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}
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CONSTRAINT
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{
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// disable all but home
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type = SITUATION
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value = 0
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body = _NotHome
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prestige = Significant
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}
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CONSTRAINT
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{
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type = REPEATABILITY
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value = ALWAYS
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prestige = Trivial
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}
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CONSTRAINT
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{
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type = REPEATABILITY
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value = BODYANDSITUATION
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prestige = Significant
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}
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CONSTRAINT
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{
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type = REPEATABILITY
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value = ONCEPERPART
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prestige = Exceptional
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}
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CONSTRAINT
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{
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type = ALTITUDEENV
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test = GT
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value = 4000
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prestige = Trivial
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}
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CONSTRAINT
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{
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type = ALTITUDEENV
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test = LT
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value = 8000
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prestige = Trivial
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}
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CONSTRAINT
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{
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type = ALTITUDEENV
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test = GT
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value = 2000
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prestige = Significant
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}
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CONSTRAINT
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{
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type = ALTITUDEENV
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test = LT
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value = 4000
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prestige = Significant
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}
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CONSTRAINT
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{
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type = ALTITUDEENV
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test = GT
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value = 1000
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prestige = Exceptional
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}
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CONSTRAINT
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{
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type = ALTITUDEENV
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test = LT
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value = 2000
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prestige = Exceptional
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}
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CONSTRAINT
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{
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type = ALTITUDE
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test = GT
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value = 0 // this just registers altitude as something to care about
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situationMask = 8
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}
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CONSTRAINT
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{
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type = ALTITUDE
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test = LT
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value = 300000
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situationMask = 16
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body = _NotSun
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}
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CONSTRAINT
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{
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type = ALTITUDE
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test = LT
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value = 600000
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situationMask = 32
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body = _NotSun
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}
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CONSTRAINT
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{
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type = SPEED
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test = GT
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value = 0
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situationMask = 8
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prestige = Trivial
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}
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CONSTRAINT
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{
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type = SPEED
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test = LT
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value = 600
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situationMask = 8
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prestige = Trivial
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}
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CONSTRAINT
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{
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type = SPEED
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test = GT
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value = 0
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situationMask = 8
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prestige = Significant
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}
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CONSTRAINT
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{
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type = SPEED
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test = LT
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value = 900
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situationMask = 8
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prestige = Significant
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}
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CONSTRAINT
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{
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type = SPEED
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test = GT
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value = 300
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situationMask = 8
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prestige = Exceptional
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}
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CONSTRAINT
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{
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type = SPEED
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test = LT
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value = 1200
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situationMask = 8
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prestige = Exceptional
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}
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CONSTRAINT
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{
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type = SPEEDENV
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test = LT
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value = 200
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prestige = Trivial
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}
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CONSTRAINT
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{
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type = SPEEDENV
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test = GT
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value = 100
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prestige = Trivial
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}
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CONSTRAINT
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{
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type = SPEEDENV
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test = LT
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value = 100
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prestige = Significant
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}
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CONSTRAINT
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{
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type = SPEEDENV
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test = GT
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value = 50
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prestige = Significant
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}
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CONSTRAINT
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{
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type = SPEEDENV
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test = LT
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value = 50
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prestige = Exceptional
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}
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CONSTRAINT
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{
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type = SPEEDENV
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test = GT
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value = 20
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prestige = Exceptional
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}
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}
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MODULE
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{
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name = ModuleSurfaceFX
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thrustProviderModuleIndex = 0
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fxMax = 0.7
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maxDistance = 50
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falloff = 2
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thrustTransformName = thrustTransform
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}
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MODULE
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{
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name = ModuleJettison
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jettisonName = shroud
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bottomNodeName = bottom
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isFairing = True
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jettisonedObjectMass = 0.1
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jettisonForce = 5
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jettisonDirection = 0 0 1
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useMultipleDragCubes = false
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}
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}
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