mirror of
https://github.com/PorktoberRevolution/ReStocked
synced 2024-09-01 17:34:42 +00:00
569 lines
9.8 KiB
INI
569 lines
9.8 KiB
INI
// ReStock+ 0.2.0
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// 1.875m vacuum engine
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PART
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{
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name = restock-engine-schnauzer-1
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module = Part
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author = Chris Adderley (Nertea)
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MODEL
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{
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model = ReStock/Assets/Engine/restock-engine-schnauzer-1
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}
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rescaleFactor = 1
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node_stack_top = 0.0, 0.361067, 0.0, 0.0, 1.0, 0.0, 2
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node_stack_bottom = 0.0, -1.8, 0.0, 0.0, -1.0, 0.0, 2
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/// Flag to disable this part if MH is installed
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MHReplacement = True
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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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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-schnauzer-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 0.2
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volume = 1.0 0.6
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pitch = 0.0 0.1
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pitch = 0.01 0.2
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pitch = 1.0 0.5
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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-wolfhound-core
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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 0.8
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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-wolfhound-plume
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transformName = fxTransformPlume
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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 0.8
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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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TechRequired = veryHeavyRocketry
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entryCost = 12000
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cost = 3000
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category = Engine
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subcategory = 0
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title = #LOC_RestockPlus_restock-engine-schnauzer_title
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manufacturer = #autoLOC_501637
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description = #LOC_RestockPlus_restock-engine-schnauzer_description
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attachRules = 1,0,1,1,0
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mass = 3.3
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heatConductivity = 0.06 // half default
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skinInternalConductionMult = 4.0
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emissiveConstant = 0.8 // engine nozzles are good at radiating.
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dragModelType = default
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maximum_drag = 0.2
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minimum_drag = 0.2
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angularDrag = 2
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crashTolerance = 6
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breakingForce = 200
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breakingTorque = 200
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maxTemp = 2000 // = 3600
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bulkheadProfiles = size2, size 1p5, size1, srf
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tags = #LOC_RestockPlus_restock-engine-schnauzer_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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runningEffectName = fx-schnauzer-running
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exhaustDamage = True
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ignitionThreshold = 0.1
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minThrust = 0
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maxThrust = 375
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heatProduction = 83
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fxOffset = 0, 0, 0.23
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EngineType = LiquidFuel
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exhaustDamageDistanceOffset = 1.75
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PROPELLANT
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{
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name = LiquidFuel
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ratio = 0.9
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DrawGauge = True
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}
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PROPELLANT
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{
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name = Oxidizer
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ratio = 1.1
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}
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atmosphereCurve
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{
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key = 0 380
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key = 1 70
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key = 3 0.001
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}
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}
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MODULE
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{
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name = ModuleGimbal
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gimbalTransformName = B_GimbalWH
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gimbalRange = 3.0
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}
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MODULE
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{
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name = ModuleAlternator
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RESOURCE
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{
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name = ElectricCharge
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rate = 8.0
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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 = 0.6
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maxDistance = 30
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falloff = 1.5
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thrustTransformName = thrustTransform
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}
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MODULE
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{
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name = ModulePartVariants
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baseVariant = Size1p5
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VARIANT
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{
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name = Shroud
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displayName = #LOC_Restock_variant-mounting_classic
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primaryColor = #999999
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secondaryColor = #000000
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GAMEOBJECTS
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{
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WH_25 = false
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WH_25Base = true
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WH_1875 = false
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WH_Compact = false
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WH_Pipes25 = true
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WH_Pipes = false
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Shroud1p5x3_2 = false
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Shroud2x2_2 = false
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Shroud2x2 = true
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Shroud1p5x3 = false
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}
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NODES
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{
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node_stack_bottom = 0.0, -1.715, 0.0, 0.0, -1.0, 0.0, 2
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}
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}
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VARIANT
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{
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name = Size2
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displayName = #LOC_Restock_variant-engine_size2
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primaryColor = #999999
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secondaryColor = #f69449
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GAMEOBJECTS
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{
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WH_25 = true
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WH_25Base = false
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WH_1875 = false
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WH_Compact = false
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WH_Pipes25 = false
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WH_Pipes = true
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Shroud1p5x3_2 = false
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Shroud2x2_2 = true
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Shroud2x2 = false
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Shroud1p5x3 = false
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}
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NODES
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{
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node_stack_bottom = 0.0, -1.715, 0.0, 0.0, -1.0, 0.0, 2
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}
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}
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VARIANT
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{
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name = Size1p5
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displayName = #LOC_Restock_variant-engine_size1p5
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primaryColor = #999999
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secondaryColor = #f69449
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GAMEOBJECTS
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{
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WH_25 = false
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WH_25Base = false
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WH_1875 = true
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WH_Compact = false
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WH_Pipes25 = false
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WH_Pipes = true
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Shroud1p5x3_2 = true
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Shroud2x2_2 = false
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Shroud2x2 = false
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Shroud1p5x3 = false
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}
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NODES
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{
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node_stack_bottom = 0.0, -2.14, 0.0, 0.0, -1.0, 0.0, 2
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}
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}
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VARIANT
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{
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name = Bare
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displayName = #LOC_Restock_variant-engine_compact
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primaryColor = #999999
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secondaryColor = #999999
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GAMEOBJECTS
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{
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WH_25 = false
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WH_25Base = false
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WH_1875 = false
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WH_Compact = true
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WH_Pipes25 = false
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WH_Pipes = true
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Shroud1p5x3_2 = false
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Shroud2x2_2 = false
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Shroud2x2 = false
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Shroud1p5x3 = true
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}
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NODES
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{
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node_stack_bottom = 0.0, -2.14, 0.0, 0.0, -1.0, 0.0, 2
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}
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}
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}
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MODULE
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{
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name = ModuleJettison
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jettisonName = Shroud2x2,Shroud1p5x3,Shroud2x2_2,Shroud1p5x3_2
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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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MODULE
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{
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name = ModuleSurfaceFX
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thrustProviderModuleIndex = 0
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fxMax = 0.8
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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 = ModuleTestSubject
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useStaging = True
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useEvent = True
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situationMask = 127
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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 = 300
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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 = 1200
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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 = 600
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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 = 2500
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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 = 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 = _TintColor
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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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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 = FXModuleLookAtConstraint
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CONSTRAINLOOKFX
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{
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targetName = B_Wolfhound_GimbalUpper01
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rotatorsName = B_Wolfhound_GimbalLower01
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}
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CONSTRAINLOOKFX
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{
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targetName = B_Wolfhound_GimbalUpper02
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rotatorsName = B_Wolfhound_GimbalLower02
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}
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CONSTRAINLOOKFX
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{
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targetName = B_Wolfhound_GimbalLower01
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rotatorsName = B_Wolfhound_GimbalUpper01
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}
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CONSTRAINLOOKFX
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{
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targetName = B_Wolfhound_GimbalLower02
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rotatorsName = B_Wolfhound_GimbalUpper02
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}
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}
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}
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