mirror of
https://github.com/PorktoberRevolution/ReStocked
synced 2024-08-29 00:33:59 +00:00
438 lines
8.1 KiB
INI
438 lines
8.1 KiB
INI
// ReStock+ 0.1.0
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// Small 0625m SRB
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PART
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{
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name = restock-srb-striker-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-striker-1
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}
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EFFECTS
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{
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engage
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{
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AUDIO
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{
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channel = Ship
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clip = sound_vent_medium
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volume = 1.0
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pitch = 2.0
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loop = false
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}
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}
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flameout
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{
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PREFAB_PARTICLE
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{
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prefabName = fx_exhaustSparks_flameout_2
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transformName = thrustTransform
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oneShot = true
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}
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AUDIO
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{
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channel = Ship
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clip = sound_explosion_low
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volume = 1.0
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pitch = 2.0
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loop = false
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}
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}
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fx-striker-running
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{
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AUDIO
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{
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channel = Ship
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clip = sound_rocket_hard
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volume = 0.0 0.0
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volume = 0.01 0.4
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volume = 1.0 1.0
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pitch = 0.0 0.2
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pitch = 0.01 0.6
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pitch = 1.0 1.8
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loop = true
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}
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MODEL_MULTI_PARTICLE
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{
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name = core
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modelName = ReStock/FX/restock-fx-srb-tiny-core-1
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transformName = fxTransformCore
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emission = 0.0 0.0
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emission = 0.01 0.1
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emission = 0.075 0.25
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emission = 1.0 1.0
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speed = 0.0 0.35
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speed = 1.0 1.0
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}
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MODEL_MULTI_PARTICLE
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{
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name = plume
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modelName = ReStock/FX/restock-fx-srb-smoke-1
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transformName = fxTransformSmoke
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emission = 0.0 0.0
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emission = 0.01 0.1
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emission = 0.075 0.25
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emission = 1.0 1.0
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speed = 0.0 0.35
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speed = 1.0 1.0
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}
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}
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}
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node_stack_bottom = 0.0, -3.08, 0.0, 0.0, -1.0, 0.0, 0
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node_stack_top = 0.0, 2.8035, 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 = #LOC_RestockPlus_restock-engine-srb-striker_title
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description = #LOC_RestockPlus_restock-engine-srb-striker_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 = #LOC_RestockPlus_restock-engine-srb-striker_tags
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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 = 125
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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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runningEffectName = fx-striker-running
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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 = 160
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maxAmount = 160
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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 = ShroudSRB
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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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}
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MODULE
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{
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name = FXModuleThrottleEffects
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fxModuleNames = heatColor
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responseSpeed = 1.0
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dependOnEngineState = True
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dependOnThrottle = True
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}
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MODULE
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{
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name = FXModuleThrottleEffects
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fxModuleNames = throttleColor
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responseSpeed = 1.0
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dependOnEngineState = True
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dependOnThrottle = True
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}
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MODULE
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{
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name = ModuleColorChanger
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moduleID = heatColor
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animRate = 0.025
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shaderProperty = _EmissiveColor
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excludedRenderers = EngineCore
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toggleInEditor = false
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toggleInFlight = false
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redCurve
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{
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key = 0 0 1 1
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key = 1 1 1 1
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}
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greenCurve
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{
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key = 0 0 1 1
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key = 1 1 1 1
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}
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blueCurve
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{
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key = 0 0 1 1
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key = 1 1 1 1
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}
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alphaCurve
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{
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key = 0 0 1 1
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key = 1 1 1 1
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}
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}
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MODULE
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{
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name = ModuleColorChanger
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moduleID = throttleColor
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animRate = 1
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shaderProperty = _EmissiveColor
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includedRenderers = EngineCore
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toggleInEditor = false
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toggleInFlight = false
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redCurve
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{
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key = 0 0
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key = 1 1
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}
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greenCurve
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{
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key = 0 0
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key = 1 1
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}
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blueCurve
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{
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key = 0 0
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key = 1 1
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}
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alphaCurve
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{
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key = 0 0
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key = 1 1
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}
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}
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}
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